Parastoo Abtahi is an Assistant Professor in the Computer Science Department at Princeton University. She leads the Situated Interactions Lab (Ψ Lab) as part of the Princeton HCI Group, focusing on AR/VR and spatial computing. Prior to Princeton, she worked at Meta Reality Labs Research. PhD in Computer Science from Stanford University BSc in Electrical and Computer Engineering from University of Toronto (Engineering Science program) Her research explores wearable interactive technologies that augment human intelligence in physical contexts through: Input on-the-go: Low-effort, privacy-preserving multimodal interfaces Intelligent output: Timely, minimal multisensory systems Situated AI: Personalizable, predictable, safe physical-digital interaction Recent publications analyze: Drone-based haptic illusions for AR/VR Microgestures for mobile AR input Interactivity in explainable AI systems Temporal dynamics in VR haptics Awards include: 2025 Google Research Scholar Award CHI 2019 & 2018 Honorable Mentions She teaches courses like: COS 436: Human-Computer Interaction COS IW: AR Meets AI
Dr. Farha Sattar is a Lecturer in Education (Mathematics) at the Faculty of Arts and Society, Charles Darwin University. With over thirty years of teaching experience in Mathematics, Science education, GIS, Remote Sensing, and e-Learning technologies at undergraduate and postgraduate levels, Dr. Sattar brings extensive expertise to her academic role. She holds a PhD in Geospatial Science from Charles Darwin University, focusing on Spatial Mathematical Modelling for 3D Gully Mapping and Erosion Quantification. Her educational background includes: PhD in Geospatial Science (Three Dimensional Gully Mapping and Erosion Quantification within a Geoinformatics Framework), Charles Darwin University (2012) Prior academic experience at several Asian and European universities Dr. Sattar's research spans multiple interdisciplinary fields with a strong focus on the intersection of education and technology. Her primary research interests include Mathematics Education, STEM Education, Geoscience Education, Spatial Mathematical Modelling, Drone Technology, Remote Sensing, Geographic Information Systems, and Innovative Pedagogies such as experiential learning and inquiry-based approaches. She has developed expertise in cognitive development, particularly in fostering critical and creative thinking skills through iSTEM approaches. An analysis of Dr. Sattar's recent publications reveals a consistent trajectory toward integrating emerging technologies like drones, augmented reality, and geospatial artificial intelligence into educational contexts. Her work demonstrates a progression from foundational geospatial research on erosion mapping to innovative applications in STEM education. Recent publications increasingly focus on drone technology for educational purposes, spatial data infrastructure for policy development, and computational thinking development through technology-enhanced learning. Dr. Sattar has received numerous accolades for her contributions to education and research: NT Science Week Awards – Inspired NT STEM Hero of the Year award (2021) Long Service Recognition Award (2023) Finalist, CDU Alumni Award (2023) Multiple Best Presentation Awards (2008, 2010, 2017) Australian College of Educators - 2021 College Medal Nominee As a supervisor, Dr. Sattar mentors postgraduate research students including Ayesha Farhan, who is working on "A Framework for Cognitive Development: Fostering Critical and Creative Thinking Skills, Using iSTEM Approach." She actively secures research funding through various projects such as "DBELaSTEM: Drone-Based Experiential Learning and STEM Education," "STEM_D & VR: Youth STEM Learning and Empowerment with Drones and VR," and "CodProg Drone Lab." Her research is supported by grants from NT Government projects and other external funding sources. Dr. Sattar leads the CodProg Drone Lab, an innovative research space exploring drone technology applications in education. She is a certified drone pilot and aeronautical radio operator, which enables her to bridge theoretical knowledge with practical applications. Her work with the "Flying Forward: Drones, STEM Equity, and Indigenous Empowerment" initiative demonstrates her commitment to community engagement and addressing educational disparities through technology.
Chita R. Das is a Professor at Pennsylvania State University, known for extensive contributions in computer architecture, machine learning, and high-performance computing. Their research focuses on optimizing hardware-software co-design for edge computing, cloud infrastructure, and energy-efficient systems. Key areas include FPGA acceleration, GPU optimization, and serverless computing frameworks. Das collaborates frequently with institutions like AMD and Intel, addressing challenges in parallel computing and distributed systems. Their work bridges theoretical advancements with practical applications in recommendation systems, bioinformatics, and real-time video processing. Research interests span across hardware acceleration techniques, cloud resource management, and sustainable computing. Notable projects include adaptive training frameworks for intermittent power environments and neural-augmented game streaming for mobile platforms. Das's publications often address performance bottlenecks in modern architectures and propose novel solutions for latency and energy efficiency. Recent articles highlight innovations in serverless computing cost optimization, low-bandwidth VR streaming, and FPGA-based bioinformatics tools. Their contributions are characterized by interdisciplinary approaches combining computer architecture with machine learning and embedded systems.
Michael Nebeling is an Associate Professor at the University of Michigan's School of Information (UMSI), leading the Information Interaction Lab. His research focuses on Augmented, Virtual, and Mixed Reality (XR) interfaces, emphasizing usability, accessibility, and privacy. He co-directs the HCI seminar series in the Michigan Interactive and Social Computing (MISC) group and teaches AR/VR courses (SI 559/659). Nebeling has held roles such as UIST 2026 General Co-Chair and CHI 2026 Subcommittee Co-Chair. He pioneered the Extended Reality for Everybody Coursera specialization and the XR MOOC series . His work includes projects like XRDirector , MRAT , and 360proto , addressing challenges in XR design and tool development. Awards include the Disney Research Faculty Award, Mozilla Research Award, and Epic MegaGrant. He advises the student-led Alternate Reality Initiative (ARI) and collaborates with industry partners like Meta, Epic, and Disney. Education: PhD in Computer Science from ETH Zurich (2015), Postdoc at Carnegie Mellon University's Human-Computer Interaction Institute (2016). Research Themes: XR toolkits, privacy/security in AR/VR, inclusive design, educational applications, and ethical considerations in mixed reality. Over 90 publications in venues like CHI, UIST, and ACM Transactions on CHI. Awards: Disney Research Faculty Award (2018), Mozilla Research Award (2018), Epic MegaGrant (2019), Meta Reality Labs Gift (2020). Recognized with Best Paper Awards at CHI and UIST.
Ira Kemelmacher-Shlizerman is a Full Professor of Computer Science at the Paul G. Allen School of Computer Science & Engineering at the University of Washington and Director of the UW Reality Lab. She also serves as a Principal Scientist at Google, where she leads the Shopping Gen AI visuals teams focusing on Virtual Try-On, 3D, and product videos. Her research spans computer vision, computer graphics, and Generative AI, with particular contributions to virtual try-on technology, 3D modeling, and augmented reality applications. Professor Kemelmacher-Shlizerman's research interests focus on Generative AI applications in visual computing. Her work bridges the gap between theoretical computer vision and practical applications, particularly in e-commerce and virtual reality. She has made significant contributions to virtual try-on technology, 3D editing with generative models, and AI applications for shopping experiences. Her research combines deep learning with traditional computer vision techniques to solve challenging problems in image and video synthesis. Her recent publications demonstrate a strong trend toward Generative AI applications for visual shopping experiences, virtual try-on technology, and 3D content creation. The work spans multiple top conferences including CVPR, SIGGRAPH, and ICCV, with a focus on practical applications of computer vision and graphics. Her research has evolved from foundational work in face reconstruction and aging to current applications in virtual shopping and 3D content generation. Google faculty award Madrona prize GeekWire Innovation of the Year Award Covers of CACM and SIGGRAPH Best student paper honorable mention at CVPR'21 Best demo runner up MobiSys'22 Senior member of IEEE Distinguished Member of ACM Professor Kemelmacher-Shlizerman has successfully tech-transferred multiple research projects to industry. She founded Dreambit, a startup acquired by Meta, and previously built and launched the Face Movies feature at Google. She currently leads Google's Shopping Gen AI visuals teams, focusing on 10x improvements to shopping journeys. Her UW Reality Lab serves as a hub for AR/VR research with industry partnerships. She has mentored numerous PhD students who have become researchers in both academia and industry, with several publications featuring student co-authors receiving recognition at top conferences. Professor Kemelmacher-Shlizerman leads the Graphics and Imaging Laboratory (GRAIL) and the UW Reality Lab, which focuses on augmented and virtual reality research with industry partnerships including Google. The labs work on cutting-edge projects in virtual try-on, 3D modeling, and immersive experiences, bridging academic research with real-world applications.
Mani Golparvar Fard is a Professor at the University of Illinois at Urbana-Champaign, holding joint appointments in the Siebel School of Computing and Data Science and the Department of Civil and Environmental Engineering. He also contributes to the Technology Entrepreneur Center. His research focuses on integrating artificial intelligence, computer vision, and data analytics to advance construction management, infrastructure monitoring, and automation. Key areas include BIM integration, reality capture systems, and deep learning-based progress tracking. His work emphasizes automated construction progress monitoring through semantic segmentation, vision-language models, and UAV-based data collection. He has pioneered methods like Scan2BIM-NET for converting point clouds into BIM models and developed frameworks for worker safety analysis using machine learning. Awards: Walter L. Huber Civil Engineering Research Prize (2018) Daniel W. Halpin Award for Scholarship (2016) Advising & Grants: While no specific grant details are provided, his research is supported by collaborations with industry and government initiatives, such as the Japanese national bridge inspection project. He advises a team focused on AI-driven construction solutions and maintains active partnerships with engineering firms. Labs & Teams: Leads research groups in vision-based construction analytics, automated scheduling systems, and BIM integration. His work is disseminated through platforms like the VisualSiteDiary system and the InstaDam open-source platform for structural damage analysis.
Xiaoxiao Long is a Tenure-Track Associate Professor at the School of Intelligence Science and Technology, Nanjing University. He joined NJU as an associate professor in February 2024. Previously, he earned his Ph.D. from the University of Hong Kong (HKU) under the supervision of Prof. Wenping Wang (IEEE & ACM Fellow) and Prof. Taku Komura. His educational background includes: Ph.D. in Computer Science from University of Hong Kong Bachelor's degree in Control Science & Engineering from Zhejiang University Dr. Long's research focuses on computer graphics and 3D computer vision, with particular emphasis on 3D Vision, Physical AI, and World Models. His long-term goal is to develop General-Purpose AI with spatial capabilities. His work bridges theoretical understanding of 3D spaces with practical implementations of spatial AI systems, with applications spanning robotics, virtual reality, and augmented environments. He employs innovative neural network approaches and geometric constraints to advance 3D scene understanding and reconstruction. His publication record shows strong momentum with multiple papers accepted to top-tier conferences including CVPR (5 papers in 2025 alone), ICML, ICLR, ECCV, and TPAMI. His research demonstrates a clear progression from foundational geometric estimation techniques (ASN++) toward more comprehensive spatial AI systems. His scientific recognition includes: Excellent Young Scholars Fund (Overseas) from NSFC Dr. Long has successfully mentored numerous students who have published at major venues and gone on to pursue advanced degrees at prestigious institutions including USTC, Beihang University, HKU, UCAS, Virginia Tech, and HKUST. He is currently recruiting Ph.D. and master's students for Fall 2026, seeking candidates interested in pushing the boundaries of 3D computer vision and spatial AI. His laboratory focuses on developing advanced techniques for 3D scene understanding, neural rendering, and physical AI. Current projects span Gaussian-based representations, neural radiance fields, and geometric estimation, with applications in robotics, virtual environments, and spatial reasoning systems.
Floyd Mueller is a Full Professor of Future Interfaces in the Department of Human Centred Computing at Monash University, where he also directs the award-winning Exertion Games Lab. His work bridges human-computer interaction, interaction design, and game and play design, with a focus on bodily engagement and physical activity through technology. He has held prior academic and research positions at RMIT University, the University of Melbourne, and CSIRO, and has been affiliated with elite institutions such as Stanford University, MIT Media Lab, and Microsoft Research Asia. PhD in Interaction Design – University of Melbourne (2011) MS in Media Arts and Sciences – Massachusetts Institute of Technology (2002) Diplom-Informatiker (Medieninformatik) – Hochschule Furtwangen (2000) BSc in Multimedia – Griffith University (1999) Floyd Mueller’s research centers on human-computer interaction with a strong emphasis on bodily interactions, exertion interfaces, and playful technologies. His work explores how digital systems can support physical activity, human values, and novel forms of expression through games, wearables, augmented reality, and immersive experiences. He employs methodologies such as design ethnography, autoethnography, and Research Through Design to investigate the phenomenology of human-computer integration. His recent publications (2024–2025) reflect a continued focus on the future of bodily interfaces, including lucid dream mediation, extended reality for fear reduction in water, sonic gastronomy, and shared bodily control in augmented human systems. These works are published in top-tier venues like CHI and Human-Computer Interaction journal, highlighting trends toward immersive, sensory-rich, and human-centered computing that challenge traditional boundaries between body and machine. His scientific awards include being an inaugural honouree of the Australian Design Honours, receiving 9 Best Paper Honorable Mentions and 2 Best Papers at CHI and CHI PLAY, and being recognized as a Fulbright Visiting Scholar and Microsoft Research Asia Fellow. His games have been featured by BBC, ABC, Discovery Science Channel, and New Scientist, and won a Media Star Award. Floyd Mueller actively supervises PhD students through the Exertion Games Lab and Supervisor Connect platform. He has secured major research grants, including Australian Research Council Discovery and Linkage Projects. His current projects include Advancing Australia’s hospitality industry through interactive food and Designing digital aquatic play to foster Australians' engagement with water . He also serves as associate editor for IMWUT and IJHCS, co-founded the CHI PLAY conference series, and was general co-chair for CHI PLAY’18 and CHI’20. He leads the Exertion Games Lab, an interdisciplinary research team focused on inventing the future of bodily play. The lab investigates how technology can support active lifestyles through exertion games, wearables, drones, and immersive environments. The lab’s work spans design, prototyping, user studies, and real-world deployment, often in collaboration with chefs, athletes, and underwater explorers.
Shigeru Uesugi is Professor in the School of Creative Science and Engineering, Faculty of Science and Engineering, Waseda University. He directs interdisciplinary research that fuses mechanical engineering, human–robot interaction, and philosophy of technology to create co-creative interfaces, sports-assist devices, and mediated communication systems. Education: Ph.D. in Engineering, Waseda University Research Interests: Uesugi’s work centres on Human Interface & Interaction Design , Mediated Communication , and Being Design . He explores how technology can extend human bodily perception and foster co-creative relationships between users and machines, merging insights from robotics, sports science, and philosophy. Recent articles analyse embodied interaction in shared virtual spaces, remote collaboration via tangible interfaces such as networked “Lazy Susan” tables, and full-body rocking systems that create a sense of togetherness over distance. His publications reveal a steady focus on designing hardware–software hybrids that make remote partners feel co-present. Scientific Awards: 14th Okawa Thesis Award, Honorable Mention (2004) Human Interface Society Paper Award (2004) Grants & Projects: JSPS KAKENHI (A) “Comprehensive research on the relationship between scientific/technological innovation and human society” (2023-2026) JSPS KAKENHI Challenging Research “Transformations of intentionality and responsibility via artifacts” (2022-2025) JSPS KAKENHI “Fascia tension-propagation suit for motor-function enhancement” (2020-2023) Labs & Teams: He leads the Human-being Design Engineering Laboratory whose members develop co-creative interfaces, sports-training devices, and rehabilitation tools. The group maintains the website www.wesugi.mech.waseda.ac.jp and collaborates with the Waseda Research Institute for Science and Engineering.
Prof. Dr. Andreas Butz is a Full Professor and Chair for Human-Computer Interaction at the Department for Informatics, Ludwig-Maximilians-Universität München (LMU Munich). He leads the Media Informatics Group, focusing on innovative interaction techniques and interfaces in immersive environments like VR/AR, automotive systems, and smart spaces. His research emphasizes perceptual user interfaces, social robotics, and designing systems that balance invisibility with transparency. Key research areas include: Virtual/Augmented Reality interfaces for productivity and social interaction AI-driven decision support in safety-critical domains (aviation, healthcare) Haptic and wearable interaction technologies Automotive UI design for driver assistance systems Principles of explainable AI and human-AI collaboration His work bridges theory and practice through projects like: VR-based movement training systems AI trust calibration mechanisms Multi-modal interaction frameworks for automotive environments Systems for analyzing long-term music listening behavior Recent articles explore topics ranging from AI support in pilot decision-making to haptic wearables and creative writing interfaces. His team collaborates with industry partners on electric vehicle information systems and in-car interaction challenges.
François Guimbretière is a Professor in the Department of Information Science at Cornell University, with affiliations to the Department of Design & Technology. He holds a PhD in Computer Science from Stanford University and previously served on the faculty at the University of Maryland before joining Cornell in 2009. His research centers on human-computer interaction, human-robot interaction, and interface design, with a strong emphasis on hardware/software co-design to create seamless, sustainable, and innovative interactive systems. His work spans multiple domains including interactive fabrication, remote collaboration, and low-power interfaces. Guimbretière's recent research explores novel fabrication methods such as interactive printing and yarn-based electronics, as well as immersive remote embodiment systems that reduce reliance on physical travel. These efforts reflect a broader trend toward sustainable and accessible interaction technologies. His publications demonstrate consistent contributions to top-tier venues in HCI and ubiquitous computing, focusing on tangible, wearable, and environmentally conscious interfaces. Scientific Recognition: He advises graduate and undergraduate researchers in the development of next-generation interactive systems. His lab supports projects in digital fabrication, remote presence, and sustainable design, often involving interdisciplinary collaboration. While specific grants are not listed, his research trajectory suggests sustained funding in human-centered technology innovation. He leads a research group focused on building practical, user-centered systems that bridge the digital and physical worlds through creative engineering and design. The lab emphasizes hands-on prototyping, real-world deployment, and the integration of traditional craft with advanced technologies.
Lucia Binotti is a Professor of Spanish and Digital Humanities at the University of North Carolina at Chapel Hill (UNC-CH), with dual affiliations in the Department of Romance Studies and interdisciplinary Digital Humanities initiatives. She serves as Graduate Advisor for Hispanic Linguistics and Director of the Honors Study Abroad Program in Rome. Her work bridges traditional philology with cutting-edge digital scholarship, emphasizing immersive learning experiences through virtual reality (VR) and augmented reality (AR) technologies. Binotti holds a Ph.D. from UC Santa Barbara (1990), an MA (1985), and a BA (1984) in Romance Philology from the Università degli Studi di Pisa. Her research focuses on linguistic identity, cultural heritage preservation, and innovative educational platforms like Amirabilia—the world’s first experiential learning platform. Notable projects include nXimena (healthcare training for Latinx abuse survivors) and Entiendelo (a linguistic/cultural navigation app for Latinx communities). Her scholarly interests span Early Modern Spanish literature, digital humanities applications, and the intersection of technology with social justice. She has directed grants totaling over $500K for projects involving AR/VR integration in education, including collaborations with the UNC Health Science Library and NCSU’s DELTA initiative. Recent awards include the John K. Walsh Award (2010) and Digital Innovation Fellow status (2014). Grants & Leadership: CFE-Lenovo Technology Grants (2018–2019) for AR/VR expansion iLRN 2020 International Co-Chair XR Faculty Learning Community Leader (UNC) Teaching: Courses span from introductory Hispanic literature to advanced topics like medieval intellectual history and digital humanities methodologies. Binotti’s work emphasizes ‘place, presence, and perspective’ in Cyber-Humanities education, particularly addressing marginalized communities through technology-driven solutions.
Professor Mark Wilson is a Professor in Psychology at the University of Exeter, specializing in cognitive and emotional processes underpinning skill acquisition and performance under pressure. He holds leadership roles, including Head of Department for Public Health and Sport Sciences (since 2020) and previously served as Director of Research (2018–2020) and Head of Department (2020–2022) in Sport and Health Sciences. He joined the University of Exeter in 2006, progressing from Lecturer to Professor by 2017. Education: M.Eng (1st), Engineering Manufacture and Management, University of Manchester (1991–1995) PGCE, Manchester Metropolitan University (2003–2005) PhD, Manchester Metropolitan University (2001–2006) M.Sc. (Distinction), Sport and Exercise Science (Psychology Pathway), Manchester Metropolitan University (2000–2001) Research Interests: Focuses on applied and theoretical aspects of skill acquisition, performance under pressure, and interdisciplinary applications in elite sport, public health, and immersive technologies. Active in collaborative networks such as the NIHR Exeter Biomedical Research Centre and Exeter Immersive Health Technologies. Grants and Funding: Secured funding from UKRI, industry partners, and charities, with expertise in virtual immersive training (VITAL) and eye-tracking solutions. Supervised 20 PhD students to completion. Labs & Teams: Leads the Virtual Immersive Training And Learning (VITAL) group and collaborates with Exeter Brain Health Analytics and Exeter Defence, Security and Resilience networks.
ONG Soh Khim is a Professor in the Department of Mechanical Engineering at the National University of Singapore (NUS) and a member of the NUS Graduate School. She is a Fellow of CIRP (International Academy for Production Engineering), the first Asian and fourth female Fellow globally. Her research focuses on augmented reality (AR) and digital twins in manufacturing, with applications in assistive technology and sustainable design. She has authored/co-edited 6 books, over 300 journal/conference papers, and holds an H-index of 66 (Google Scholar) and 52 (Scopus). She has held leadership roles, including serving as a Nominated Member of the Singapore Parliament (2005–2006) and on multiple NUS governance boards. Her honors include the Singapore Youth Award (2004), M. Eugene Merchant Award (2004), and the 2021 Long Service Medal. She advocates for gender diversity in STEM, leading initiatives like the Girls2Pioneers program. Her current roles include Senior Principal Investigator at NUS Research Institutes in Suzhou and Guangzhou, and Visiting Professorships at Chinese universities.
Nick Graham is a Professor in the School of Computing at Queen's University, Canada. He holds a PhD from TU Berlin and teaches courses like Game Architecture and Digital Game Development. His research focuses on next-generation digital games, particularly exergames (combining exercise with play) and educational games. He directs the EQUIS Lab, which develops accessible gaming solutions for populations like children with cerebral palsy and spinal cord injury patients. Graham previously served as VP Research & Development at Namzak Labs and has held academic roles at York University and Queen's University. Education: PhD (Dr.-Ing.) in Engineering - TU Berlin (1995) MSc in Computer Science - Queen's University (1988) BSc in Computer Science - University of Toronto (1985) Research Interests: Exergames promoting physical activity through gaming Accessibility in game design for persons with disabilities Game networking and distributed algorithms Augmented reality tools for education Lab & Collaborations: The EQUIS Lab develops projects such as the Liberi exergame and conversion tools for existing games like Skyrim into exergames. Techniques like 'Partial Automation' enable gameplay accessibility. Professional Roles: Director, EQUIS Lab Member, IFIP Working Group 2.7 on User Interface Engineering VP Research & Development, Namzak Labs (2000–present)