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
Professor Gabriel Brostow is a faculty member in the Department of Computer Science at University College London (UCL), where he leads research in Computer Vision and Human-Computer Interaction. He also serves as Chief Research Scientist and Senior Director of the R&D Team at Niantic, the company behind Pokémon GO. His work bridges academic research and industry applications, focusing on developing AI systems that enhance human capabilities through what he terms 'Human in the Loop AI'—now commonly referred to as Human-Centered AI. Brostow completed his BS in Electrical Engineering at UT Austin, followed by a PhD with Irfan Essa at Georgia Tech. He then pursued postdoctoral research with Roberto Cipolla's Computer Vision & Robotics Group at Cambridge University as a Marshall Sherfield Fellow, and with Marc Pollefeys in ETH Zurich's CVG Group. His research explores how AI, particularly Computer Vision, can serve as 'super-tools' for professionals across various domains including filmmaking, architecture, robotics, and scientific research. Specific interests include assistive technology for everyday life, authoring systems that maximize user effort, 3D reconstruction, depth estimation, and vision-language models. His work often involves creating systems that are validated through real-world human interaction to ensure practical utility. Analysis of his recent publications reveals a strong focus on practical applications of Computer Vision that directly interact with humans. His research spans 3D scene understanding, depth estimation, sketch-based interfaces, and multimodal AI systems. There's a clear emphasis on creating benchmarks and tools that facilitate human-AI collaboration, with applications in assistive technology, urban planning, filmmaking, and biodiversity monitoring. His work frequently appears at top conferences including CVPR, NeurIPS, ECCV, and CHI. Marshall Sherfield Fellowship Brostow actively mentors PhD students, with current advisees including Ross Murphy, Skanda Koppula, Gizem Unlu, Omiros Pantazis, and Jamie Watson. His alumni include numerous PhD graduates and MSc students who have gone on to successful careers in academia and industry. He emphasizes selecting students based on passion and potential rather than just academic credentials, valuing traits like helpfulness, drive, and hunger to learn. His research is supported through collaborations with major institutions and companies including DeepMind, MIT, and the University of Edinburgh. He leads a research group at UCL that collaborates closely with Niantic's R&D team, creating a unique bridge between academic research and industry application. His team's work frequently involves developing novel Computer Vision techniques that are validated through real-world human interaction, ensuring practical utility alongside technical innovation. The group explores blue-sky research problems with applications ranging from assistive technology to professional tools for filmmakers, architects, and scientists studying diverse environments.
Katherine Isbister is a full professor in the Department of Computational Media at the University of California, Santa Cruz, where she directs the Center for Computational Experience. She was previously an associate professor jointly appointed between the Computer Science department at New York University’s Tandon School of Engineering and the NYU Game Center, and served as the founding Research Director of the Game Innovation Lab at NYU. Her research lies at the intersection of Human-Computer Interaction and digital games, focusing on emotion, social connection, and playful experiences. Key research themes include emotion in games , social play , fidget technologies , social VR , and digital characters . Her work combines technical prototyping, design research, and empirical evaluation to understand how interactive systems can support emotional and social experiences. Her publications span top venues such as CHI, DIS, and IEEE Transactions on Affective Computing. Trends in her recent work show a strong emphasis on embodied interaction, affective design, and socio-technical systems for emotional regulation and social connection. She explores how movement, touch, and presence in virtual spaces can enhance human experience. MIT Technology Review TR100 Young Innovator (1999) Best Paper Award, ACM CSCW (2018) New Voices New Visions Award (for SimWorks art series) She has advised numerous students and led research projects involving social wearables, movement-based games, and mental health interventions. Her lab has received recognition from media outlets including NPR, Scientific American, and The Guardian. She has also collaborated with industry partners such as Microsoft, Electronic Arts, and Ubisoft. She leads the Center for Computational Experience at UCSC and has previously directed the Game Innovation Lab at NYU. Her team has produced over 100 peer-reviewed publications and several exhibition-ready games and art installations.
William S. Horton (Sid) is an Associate Professor in the Department of Psychology at Northwestern University , where he has taught since 2005 and directed the Cognition and Communication Lab (Cresap 108). Starting in September 2025, he will serve as Chair of the Department of Linguistics . His research focuses on socio-cognitive mechanisms in language use, particularly discourse pragmatics , perspective-taking , and non-literal language processing . Education: B.S. in Psychology/German from Duke University (1991), M.A. and Ph.D. in Cognitive Psychology from University of Chicago (1994/1999) Previous roles: Postdoctoral research at SUNY-Stony Brook, Cognitive Aging at Georgia Tech Research trends from his 20+ years of publications include common ground , memory processes , figurative language , and age-related communication changes . His work increasingly incorporates computational text analysis and real-time digital communication studies. Awards : Fellow, Society for Text and Discourse Students : Supervised Ph.D. theses on conversational alignment, common ground activation, and digital communication. Undergraduate honors projects explore inhibitory deficits, speech internalization, and perspective-taking in bilingualism. Cognition and Communication Lab investigates language processing in spoken/written contexts using experimental methods and computational models.
James Manning is a Lecturer in Digital Design at RMIT University's School of Design. His research focuses on game design, digital media, and cultural memory, exploring topics such as game preservation, livestreaming practices, and the intersection of play and technology. He is particularly interested in 'anarchaeological' approaches to defunct games and the documentation of everyday play practices. His teaching interests include game studies, interactive media, animation aesthetics, and design methodology. He actively supervises research in strategies for reflective shortform game design and has contributed to projects like the Astrosurf interactive dome experience. Key research themes include media archaeology, esports culture, and the sociocultural dimensions of digital games. His work bridges theoretical frameworks with empirical studies, examining how digital platforms shape media consumption and cultural production.
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.
Schloss Dagstuhl - Leibniz Center for InformaticsGermany
Atreyi Kankanhalli is a Professor at the National University of Singapore, specializing in Information Systems with a focus on knowledge management, healthcare IT, and digital innovation. Their research spans over three decades, with prolific contributions in top journals like MIS Quarterly, Journal of AIS, and Information & Management. They have co-authored over 150 papers addressing topics such as crowdsourcing, online communities, and the impact of AI on scholarly practices. Notable work includes studies on user adherence to health apps, innovation in public sector data utilization, and the ethical challenges of generative AI in peer review. Kankanhalli has also led research on global virtual teams and digital technologies' role in social justice, reflecting a commitment to both technical and societal dimensions of information systems. Education & Background: While specific degree details are not provided, their extensive publication history and academic roles imply advanced qualifications in Information Systems or related fields. They have collaborated with global researchers across institutions like NUS, University of Illinois, and Singapore Management University. Research Themes: Core areas include digital health interventions (e.g., fitness app adherence), organizational innovation via open data and crowdsourcing, and the socio-technical challenges of AI in academia. Their work often bridges theoretical frameworks with practical applications, such as healthcare decision support systems and policy-driven technology adoption. Impact & Influence: As an editorial board member and frequent conference contributor (e.g., ICIS, PACIS), Kankanhalli shapes the field's research agenda. Their recent focus on generative AI's implications highlights proactive engagement with emerging technologies' ethical and methodological challenges.
Paul Taele is an Instructional Assistant Professor and Deputy Lab Director in the Sketch Recognition Lab at Texas A&M University's Department of Computer Science & Engineering. He holds a Ph.D. (2019), M.S. (2010), and dual B.S. degrees in Computer Science and Mathematics from the University of Texas at Austin (2006). His research focuses on sketch recognition, haptics, and intelligent interfaces for education and accessibility, with notable work in mid-air gesture recognition, educational sketching tools, and assistive technologies for disabilities. He has contributed to projects like Kanji Workbook , Hashigo , and HaptiMoto , and has published over 50 peer-reviewed articles across venues like CHI, IUI, and AAAI. Taele has received awards including the NSF Student Travel Grant (2014) and Ford Foundation Honorable Mention (2015). He teaches courses in capstone design, programming, and sketch recognition, and mentors students across all academic levels through strict eligibility criteria for research collaborations. Education : Ph.D. Computer Science, Texas A&M University (2019) M.S. Computer Science, Texas A&M University (2010) B.S. Computer Science & Mathematics, University of Texas at Austin (2006) Concentration in Mandarin Chinese, National Chengchi University (2007) Research Interests : Taele's work bridges HCI and AI to create accessible educational interfaces. His projects emphasize: Sketch Recognition : Developing algorithms for mid-air gestures, children's developmental assessments, and language learning Accessibility : Haptic systems for visually impaired learners and algebra education Educational Tech : Intelligent tutoring systems for music, math, and East Asian languages Awards & Grants : EAAI-20 Travel Grant (2020) Ford Foundation Dissertation Honorable Mention (2015) NSF East Asia-Pacific Summer Institutes (2013, 2012) Royce E. Wisenbaker Fellowship (2009) Lab & Teams : Director of the Sketch Recognition Lab (SRL) and collaborator with global institutions like Singapore Management University and National Taiwan University. Active in organizing workshops like SketchRec at IUI conferences.
David Salesin is an Affiliate Professor in the Department of Computer Science & Engineering at the University of Washington and a Principal Scientist/Director at Google Research since 2019. He has held academic roles at Cornell University (Visiting Assistant Professor, 1991-92) and guest professorships at Zhejiang University. His career spans academia and industry, including leadership at Adobe's Creative Technologies Lab (2005-17) and Microsoft Research (1999-2005). PhD, Stanford University (1991) Sc.B., Brown University (1983) His research focuses on computer graphics, particularly non-photorealistic rendering, digital typography, color science, and adaptive document layout. He pioneered techniques in image-based rendering, pen-and-ink illustration, and facial animation, with applications in multimedia and user interface design. Article Trends : His work bridges procedural content generation, 3D visualization, and artistic computing, emphasizing user-driven tools for creative industries. Key subfields include texture advection, multiresolution modeling, and real-time camera control for virtual cinematography. Scientific Awards : ACM Fellow (2002) ACM SIGGRAPH Achievement Award (2000) Carnegie Foundation Professor of the Year (1998) NSF Presidential Faculty Fellow (1995-98) Alfred P. Sloan Research Fellowship (1995-97) Numerous industry grants and lab donations He has advised over 30 PhD and Master's students, including leaders at Microsoft, Pixar, and Google. His labs at UW and Adobe focused on graphics, imaging, and creativity tools.
Dr. He Wang is an Associate Professor in the Department of Computer Science at University College London (UCL), affiliated with the Virtual Environment and Computer Graphics (VECG) group and the UCL Centre for Artificial Intelligence. He holds a Visiting Professorship at the University of Leeds and previously served as an Associate Professor and Lecturer there, as well as a Senior Research Associate at Disney Research Los Angeles. His research focuses on computer graphics, vision, and machine learning, with notable contributions to crowd simulation, generative models, and physics-informed neural networks. Dr. Wang earned his BEng from Zhejiang University and his PhD from the University of Edinburgh, followed by postdoctoral work at the University of Edinburgh's School of Informatics. He has been recognized as a Turing Fellow and serves as an Academic Advisor to the Commonwealth Scholarship Council and an Associate Editor of Computer Graphics Forum . His research spans cutting-edge topics including 3D reconstruction, adversarial attacks on motion recognition, and AI-driven groundwater modeling. He has supervised six PhD students to completion and actively engages in collaborative projects, consultancy, and grant evaluations. His lab welcomes students through dedicated recruitment channels.
Siyu Tang is an Assistant Professor in the Department of Computer Science at ETH Zürich, where she leads the Computer Vision and Learning Group (VLG) at the Institute of Visual Computing. Her research focuses on computational models for human perception and digitalization through computer vision and machine learning. Her educational background includes: PhD in Computer Science, Max Planck Institute for Informatics (2017), supervised by Prof. Bernt Schiele Master of Science in Media Informatics, RWTH Aachen University Bachelor of Science in Computer Science, Zhejiang University, China Dr. Tang specializes in human-centric computer vision, developing statistical models for motion analysis, pose estimation, and digital human creation. Her work integrates machine learning with optimization techniques to enable machines to interpret human activities from visual data, with applications spanning virtual reality, healthcare, and human-computer interaction. Key research thrusts include generative models for content creation, egocentric vision, and human motion synthesis. Her recent publications (2024-2025) demonstrate intense focus on 3D human modeling and neural rendering, with Gaussian splatting emerging as a dominant technique for efficient avatar creation and scene reconstruction. Significant themes include text-driven motion synthesis using diffusion models, relightable avatars, surgical training applications, and egocentric multimodal pretraining. This work bridges computer vision, graphics, and machine learning to advance human digitalization. No scientific awards were mentioned in the provided text. Dr. Tang leads the VLG research group at ETH Zürich, mentoring PhD and Master's students in human-centric AI. She previously secured an early career research grant from the Max Planck Institute for Intelligent Systems to establish her independent research program. Her group actively pursues funding for projects in human motion analysis, 3D reconstruction, and generative modeling, with strong industry and clinical collaborations. The Computer Vision and Learning Group (VLG) operates within ETH's Institute of Visual Computing, maintaining dedicated facilities for motion capture, 3D scanning, and high-performance computing. The team collaborates internationally with institutions like the Max Planck Society and focuses on scalable solutions for real-world human digitalization challenges, including surgical training systems and immersive virtual environments.
Diane Carr is a Professor of Media and Cultural Studies at the Institute of Education, University College London (UCL), where she serves as Director of the Digital Media MA Programme. Based in the Culture, Communication & Media department, Carr is an established scholar in game studies, media studies, and critical disability studies. Her work bridges academic research with practical applications in digital media education. Carr's research focuses on media studies and cultural studies perspectives on digital games and players, with particular emphasis on critical analysis, methodology, representation, and screen studies. During 2024-25, her research follows two key themes: developing ludic autoethnography to articulate real-world experiences of discrimination, and examining complicity with big tech, datafication, and AI in games and education. Her work consistently explores the intersection of disability studies with game studies, challenging normative representations of ability in digital spaces. Carr's publications reveal a sustained engagement with disability representation in games, particularly through analyses of titles like Dead Space and Deus Ex. Her research demonstrates how games function as cultural texts that both reflect and shape societal attitudes toward disability, ability, and bodily difference. She employs textual analysis and autoethnographic approaches to examine how games construct notions of normalcy and deviance. UCL Widening Participation community of practice awards (2022) ONE UCL Award for collegiality, 'Ways of Working/Working Together' (2021) UKLA Postgraduate Research Prize (2015) Carr has supervised numerous PhD students including Danielle Kleinerman (in progress), Angeliki Symeonidi (2020), Bruno de Paula (2019), and Angela Colvert (2015). Her research funding includes significant projects like 'Disability and Community: Dis/engagement, Dis/enfranchisement, Dis/parity and Dissent' (2016-2021) funded by the AHRC, 'Alternative Futures: Disability and Community' (2014-2015), and 'Digital Games: Representations of disability' (2013-2014). She has also led projects on AI education using science fiction and virtual worlds in higher education. As Director of the Digital Media MA Programme, Carr leads initiatives that connect game studies with critical media education. Her teaching includes research design and game studies on the MA Digital Media Critical Studies program. Notably, Carr is deaf, bringing lived experience to her critical disability studies work while actively contributing to academic discourse on accessibility and representation in digital spaces.
Emma Reay is a Lecturer in Media and Communication at the Cambridge School of Creative Industries, Anglia Ruskin University, where she teaches Critical Games Studies, Digital Media Theory, and Youth Culture modules. She also delivers Game Design and Art courses at the University of Southampton, with research bridging games studies, childhood studies, and education. Her academic credentials include: BA in English Literature from the University of Oxford MA in English Literature from the University of Oxford MPhil in Children’s Literature from the University of Cambridge PhD in Education from the University of Cambridge Dr. Reay’s research centers on child representation in digital media , with pioneering work on the silent child trope and toy studies in gaming. Her scholarship examines cuteness as a narrative device , social justice themes in children’s media, and the intersection of literary theory with game design , particularly in how games handle childhood vulnerability and agency. Her publication trajectory reveals a concentrated focus on children’s representation in contemporary video games (2018-2022), with increasing emphasis on ethical dimensions like violence against child characters and social justice applications. Key outlets include Game Studies and Journal of Gaming and Virtual Worlds , demonstrating methodological innovation through large-scale game analysis (e.g., surveying 500+ games for her PhD). Her accolades include: Jaqueline Wilson award Pigott award Vice-Chancellor's award Funded by the Arts and Humanities Research Council, Dr. Reay serves as Game Design consultant for higher education institutions and indie developers. She is a key collaborator on the University of Cambridge’s Good Death project exploring gaming and mortality, while maintaining active conference engagement through invited talks at IRSCL, ChLA, and DiGRA events. Her Twitter presence extends public discourse on games and media.
Dr. Aniket Bera is an Associate Professor in Computer Science at Purdue University and holds an Adjunct Associate Professor role at the University of Maryland at College Park (UMIACS). He directs the IDEAS Lab at Purdue and previously served as a Research Assistant Professor at UNC Chapel Hill. His research focuses on Affective Computing, Computer Graphics (AR/VR), AI & Robotics, Social Robotics, and medical AI applications for mental health diagnostics. Affiliations: Purdue University (Primary), University of Maryland (Adjunct), UMIACS Career: Joined Purdue in 2017, extensive industry collaborations with Disney Research, Intel, and C-DAC Research Interests: Affective Computing: Emotion perception via gait analysis, speech, and facial/body expressions AR/VR: Redirected walking, virtual environments, and human motion modeling Medical AI: AI-driven mental health detection systems (e.g., VidSole dataset) in collaboration with medical schools Key Contributions: Developed Project Dost (mental health initiative) Received 2020 Brain & Behavior Seed Grant ($X) for emotion-gait research Authored 65+ papers (1,800+ citations) with awards at IEEE VR 2021 Funding & Leadership: Serves as Senior Editor for IEEE RA-L (Planning/Simulation) Conference Chair for ACM SIGGRAPH MIG 2022 Labs/Teams: IDEAS Lab (Purdue), UMD GAMMA Group