Marcelo Díaz Viana Neto is an Assistant Professor of Game Design at CUNY Hostos Community College in the Bronx, NY. His research focuses on creating modes of organization that foster autonomy, self-expression, and solidarity through the practice of game art and design (www.radicalplay.org). Marcelo was born in Brazil in the city of Sete Lagoas, Minas Gerais. He holds a BFA in Graphic Design from the California College of the Arts and an MFA in Digital Arts and New Media from the University of California, Santa Cruz.
Elizabeth Swensen is an Assistant Professor of Art and Design: Games + Playable Media and Digital Arts and New Media at UC Santa Cruz. Her game design research focuses on metacognitive development outcomes and strategy-based learning in games. Her work with the UCSC Center for Monster Studies additionally explores monstrosity, imposed identity, and the role language plays in enforcing identity.
Judy Cameron, Ph.D. is a Professor of Psychiatry at the University of Pittsburgh. She has been a member of the MacArthur Foundation Research Network on Early Experience and Brain Development and the National Scientific Council on the Developing Child. She is the Director of Pitt Science Outreach and teaches a course, Translating Science, on how to develop games to translate science to the public. She is the CEO of Working For Kids, an educational company, that uses The Brain Architecture Game and The First Pathways Game to teach the public about how to facilitate sturdy brain development.
Dr. Cabrera is Assistant Professor of Neuroethics at the Center for Ethics and Humanities in the Life Sciences at Michigan State University. She is also Faculty Affiliate at Neuroethics Canada, University of British Columbia. An engineer and ethicist by training, Dr. Cabrera works at the intersection ethical, societal and policy implications of neurotechnologies. Dr. Cabrera is Chair of the IEEE Brain Neuroethics Subcommittee, and member of the International Neuroethics Society (INS) Emergent Issues Task Force. Starting March 1, Dr. Cabrera will be joining the Center for Neural Engineering at Penn State University.
Dong Song is a Research Associate Professor of Biomedical Engineering and Co-Director of the Center for Neural Engineering at the University of Southern California (USC).
His research interests include nonlinear dynamical modeling of the nervous system, hippocampal memory prosthesis, neural interface technologies, and development of novel modeling strategies incorporating both statistical and mechanistic modeling methods.
Katerina Zacharia is a Professor of Classics at Loyola Marymount University, Los Angeles. Her academic work explores Greek ethnic identity formation, Greek tourism, and cultural politics. She is an experienced dramaturge, narrative design consultant, and an expert on creative adaptations of classical antiquity in visual culture. She serves as artistic associate for the Cacoyannis Foundation in Athens, as Director of Education for the Los Angeles Greek Film Festival, and as treasurer for the Modern Greek Studies Association in America. Prof. Zacharia is an award-winning educator, currently working on an interactive media game drawing on classical drama.
Bryan is a PhD Candidate in the Neurobiology of Dual Disorders Lab at the Ontario Veterinary College and the University of Guelph in Canada. He obtained an MSc degree from The University of Edinburgh and a BSc(hons) from the University of Western Ontario. Beyond academia, Bryan works as Connectome Manager for NeuroTechX, the largest international community for neurotechnology enthusiasts, overseeing their global Chapter Initiative. He aims to leverage nearly 10 years of experience in neurotechnology, neuroscience, and mental health research to create innovative solutions for individuals with lived experience of substance use and mental illness.
Erin Reynolds is the Chief Mollusk of indie studio Flying Mollusk - which means she is the founder, creative director, and wearer of many hats. Erin has been a part of the game industry within a variety of capacities for about 15 years. She is passionate about the potential games have to empower, educate, and inspire players of all kinds and to make the world a better, more playful place. To this end, Erin founded Flying Mollusk in 2013 to focus on creating edgy games and interactive art that leave a lasting positive impact on the user and the world.
Anahita Dalmia recently graduated with a B.A. in Narrative Studies at the University of Southern California. She is a two-time published author and co-founder of Alterea (Yes, it's a play on Alternate Reality). Alterea creates large-scale immersive experiences allowing participants to enter a different world in which they have agency and impact within an unfolding story. In Anahita’s free time, you’re equally likely to find her at a Forbes conference or exploring secret underground tunnels.
Ishan Dasgupta is a postdoctoral scholar in the Department of Philosophy and the Center of Neurotechnology at the University of Washington. A lawyer by training, Ishan examines ethical issues related to emerging technologies by utilizing qualitative methodology and policy analysis. His past work has focused on patient attitudes towards induced pluripotent stem cells, inclusion of pregnant women in biomedical research, and the use of tissue samples in genetics research. At UW, Ishan will focus on both conceptual and empirical research around the development and use of implantable neural devices like deep brain stimulators and brain computer interfaces.
Roland Nadler is a PhD student at the University of British Columbia’s Peter A. Allard School of Law. He previously taught courses including Law and Neuroscience at the University of Ottawa, and served as a Fellow with the Center for Law and the Biosciences at Stanford Law School, where he also earned his JD.
Pat Healy is a PhD student in Information Science at the University of Pittsburgh. Their serious games research is split between STEM education games for children, serious games and simulations in healthcare, and persuasive games advocating social justice. While completing a triple bachelor's degree in Computer Science, Information Science, and Philosophy at the University of Pittsburgh, Pat worked as a game designer and researcher at Working for Kids, developing educational games in the domain of childhood brain development, such as The First Pathways Game.
Marientina Gotsis has a broad background in arts, design and engineering with a special interest in interactive entertainment applications for health, happiness and rehabilitation. She founded and leads USC's Games for Health Initiative since 2007, connecting health professionals with innovation in various forms of interactive media.
She is co-founder and director of the Creative Media & Behavioral Health Center, an organized research unit between the School of Cinematic Arts and the Keck School of Medicine, which was established in 2010. This center designs, develops and evaluates entertainment applications at the intersection of behavioral science, medicine and public health.
Sook-Lei Liew is an Assistant Professor and Director of the Neural Plasticity and Neurorehabilitation Laboratory at the University of Southern California with joint appointments in Occupational Science and Occupational Therapy, Biokinesiology and Physical Therapy, Biomedical Engineering, Neuroscience, and Neurology. She is a co-director of the USC SMART-VR (SensoriMotor Assessment and Rehabilitation Training) Center (smartvr.usc.edu). The goal of Dr. Liew’s research is to understand mechanisms of neural plasticity that support a person’s ability to learn new skills and recover from brain injury, and she has developed novel techniques using brain computer interfaces and virtual reality to promote post-stroke recovery.
Dr. Finley directs the Locomotor Control Laboratory where he investigates how locomotion is controlled and adapted in both the healthy and injured neuromuscular system. Dr. Finley’s lab develops theoretical models and experiments based on principles of neuroscience, biomechanics, and exercise physiology to identify the factors that guide learning and rehabilitation. Ultimately, the goal of his work is to design novel and effective interventions t to improve locomotor control in individuals with damage to the nervous system.
Carolee J. Winstein is a faculty member in the interdisciplinary Neuroscience Graduate Program. She oversees an interdisciplinary research program focused on understanding rehabilitation outcomes at the systems level and promoting optimal recovery of goal-directed movement behaviors that emerge from a dynamic brain-behavior system in brain-damaged conditions.
For more than 20 years, she has consistently received research funding from the National Institutes of Health, the National Institute on Disability, Independent Living, and Rehabilitation Research, and the Foundation for Physical Therapy. She has been affiliated with the Neuroscience Graduate Program since 1998 and holds a joint appointment in the Department of Neurology at Keck School of Medicine of USC.
Scott Fisher is Professor of Media Arts + Practice, founding Chair of the Interactive Media Division, and Director of USC’s Mobile & Environmental Media Lab at the USC School of Cinematic Arts. He is an interaction designer whose work focuses primarily on interactive environments and technologies of presence. Best known for his pioneering work in the field of Virtual Reality at NASA, he has also taught at MIT, UCLA, UCSD, and Keio University in Japan and been an Artist in Residence at MIT's Center for Advanced Visual Studies. His stereoscopic imagery has been exhibited in the US, Japan and Europe.
Vangelis Lympouridis, Ph.D., is part-time faculty at the Viterbi School of Engineering at USC, teaching AR/VR and Mixed Reality, and a senior researcher at the Creative Media and Behavioral Health Center. He is an expert in virtual reality and interactive media and offers his services in both the industry and academia. He was the Chief Design Officer at Applied VR, overseeing a series of Medical VR products and leading R&D. He is the founder of Enosis, a specialized company offering innovation by design and strategic advisory services in emerging and immersive tech across industry verticals.
Eran Klein is a neurologist specializing in dementia at Oregon Health and Science University (OHSU) and the Portland VA Medical Center. He is part of the neuroethics thrust at the NSF Center for Neurotechnology (CNT) at the University of Washington. He works at the intersection of neurology, neuroscience, and philosophy.
Michael Young, MD is a Neurologist at Massachusetts General Hospital / Harvard Medical School. His research examines ethical dimensions and philosophical frameworks underlying standards of care in medicine and neuroscience, and as a member of the Lab for NeuroImaging of Coma and Consciousness (NICC) and Center for Neurotechnology and Neurorecovery (CNTR), is devoted to improving clinical translation of novel neurotechnologies to detect, predict and improve recovery of consciousness in patients with neurologic disorders in settings of diagnostic and prognostic uncertainty. Prior to arriving at Harvard, Young completed an M.Phil in philosophy from the University of Cambridge as a Gates Cambridge Scholar, focusing on philosophical issues relating to medicine and the mind.
Antonia Zaferiou is an Assistant Professor and Director of the Musculoskeletal Control and Dynamics Lab in the Department of Biomedical Engineering at Stevens Institute of Technology. Her research group focuses on understanding how people perform complex body rotations and developing interactive sound biofeedback to facilitate motor (re-)learning. Specifically, a major research goal is to reduce older adult fall-risk by understanding how older adults balance during turns and evaluating how interactive sound biofeedback via “sonification” affects balance skill acquisition relevant to transitional maneuvers like turns.
Allen Yin is a non-invasive neural interfaces research scientist at Facebook Reality Labs. Prior to joining the industry, he developed neural signal acquisition systems and conducted research on intracortical brain-machine interfaces and motor neuroscience at Duke University.
Adam is a Co-Founder of Neurable, a leading brain-computer interface (BCI) company and active leader of NeuroTechX, the world’s largest neurotechnology community. Focused on behavior and decision making, Adam works directly with Neurable’s partners to valuably apply objective neural insights for B2B applications, R&D projects, and consumer collaborations. He brings his experience from qualitative consulting at Indicia Consulting as well as having previously co-founded a startup on subjective value paradigms, later managing the TechArb Startup incubator.
Brandon is a software engineer at Neurable. In his role at Neurable, he develops frameworks, tools, and algorithms to support EEG data analysis and builds platforms to transition the Neurable technology stack into a complete product for consumers. Previous projects involve open lessons in Machine Learning for BCI designed for and hosted by the NeurotechEDU initiative. His academic background includes DARPA-funded image recognition neural network projects and IoT synchronization techniques. Previous work included developing aerospace platform software for Lockheed Martin and initiating NLP data pipeline solutions for Dodge Data & Analytics. He is also an AR/VR and consumer desktop hardware enthusiast.
David Stanley is a machine learning engineer at Neurable where he develops algorithms to solve classification, time series prediction, and anomaly detection problems in real time. He has a background in computational neuroscience and has published on topics including epilepsy, circadian rhythms, neural noise, and visual categorization. He is also passionate about developing software tools for the neuroscience space. In his spare time, he enjoys fitness, video games, spending time with his family, and teaching himself new skills.
Max Orozco is co-founder and Head of Product at Lumeum Inc. a company dedicated to changing healthcare delivery via data driven simulations. Ready Teddy is a virtual reality simulation that prepares children for an upcoming MRI procedure. Using play therapy techniques, biofeedback mini-games, and biometric outputs, Ready Teddy aims to reduce sedation rates with a new healthcare decision metric. Max has a passion for neuroscience, human-computer interaction, and novel applications for emergent technology.
Tim is a Postdoctoral Research Associate working primarily on a National Institutes of Health–funded project on the effect of neurotechnologies on user agency. Further, he is long-time contributor to the Center for Neurotechnology's (CNT) Neuroethics Thrust—where he supports efforts to teach neuroethics to young investigators, catalyze ethics investigations through interdisciplinary collaborations, and promote the field of neuroethics through public outreach. More generally, Tim's work lies at the intersection of biomedical ethics, philosophy of technology, (black/latinx/queer) feminism, and aesthetics.
Andreas Schönau is a Postdoctoral Scholar in the Department of Philosophy and Center for Neurotechnology at the University of Washington in Seattle. His past research focused on the clarification of conceptual theories and empirical methods in philosophical and neuroscientific research, the interdisciplinary combination of their respective insights, and the generation of conclusions towards understanding the phenomenon of free will from an action-theoretical perspective. At the University of Washington, he continues working on agency-related issues in the intersection of Neuroscience and Philosophy. Furthermore, he is interested in emerging issues of Artificial Intelligence and Virtual Reality applications.
Judith is a Research Fellow at the MGH/Harvard Medical School, department of psychiatry, and a Research Affiliate at the MIT Media Lab, where she did her PhD and master’s and helped run VR/ARatMIT as a co-president. She holds a multimedia engineering degree from LaSalle University, Barcelona, Spain, and has a computer science background and design focused on UX, UI, and filming. She previously interned as a Human-Computer Interaction (HCI) researcher at Microsoft Research and at R&D at URL Barcelona developing Augmented and Virtual Reality experiences and at the Google Creative Lab as a Creative Technologist. Her grants, awards, and publications include over 27 peer-reviewed research papers, two patents, a 2016 Facebook Graduate Fellowship, 2015 LEGO Foundation-sponsored research, and she was a 2016 Finalist in the Innovation by Design Awards. She also received the 2017 Scent Innovator Award by the Cosmetic Executive Women (CEW) and IFF (International Flavors and Fragrances).
Nataliya obtained her Ph.D in 2015 in the domain of non-invasive Brain-Computer Interfaces (BCIs) from Université Grenoble-Alpes, France. Before joining MIT Media Lab - Fluid Interfaces group in 2017, she was a post-doc at Hybrid team (VR/AR), Inria Rennes, France. Nataliya worked for the past 12 years on designing solutions to control drones, robots, video games, home appliances using brain activity. Nataliya is also interested in closed-loop systems to enhance and augment human performance, particularly attention and focus. Nataliya won multiple awards for her work. Check Nataliya’s website to learn more about her work.
Guillermo is a Ph.D. candidate at the MIT Media Lab. He focuses on the back-and-forth between the physical and the virtual. His research explores embodiment and experiences that address the augmentation of ourselves as technology integrated into our lives. This is done by assessing the body's emotional response while interacting with future technologies as they become a reality. His current research explorations use real body characteristics, including electroencephalogram, electrodermal activity, electromyography, and electrocardiography, as low-fidelity indicators of our current mental state. Guillermo's work has been published in academic conferences like NeurIPS, CHI, PETRA, ISWC, design workshops SmartGeometry, and distinguish websites like evolo, design-milk, and detail-online.
Sophia Batchelor is a PhD student with the University of Leeds and Center for Immersive Technologies. Her research works to understand the neuroscience of virtual reality, focusing on how our brains interpret and allow us to interact with the world - formally; generalisation and transfer of sensorimotor adaptation. She continues her work on neurotechnologies alongside her PhD after launching Neurosity's Notion as the Neuroscientist in Residence.
Sophia also works on ethics and biopolitics as a contributor to both The Alan Turing Institute's Open Source projects, and Open Mined's privacy preserving technologies.
Andreas Kratky is a media artist and associate professor in the Interactive Media and Games Division and the Media Arts and Practice Division of the School for Cinematic Arts of the University of Southern California.
Kiki Benzon is a literary scholar and multimedia artist. Her research and practice extend across the arts and sciences, focusing on the intersections of writing and technology, text and image, and creativity and the brain. Kiki’s art work fuses textile craft and iconography from the biological and computer sciences, and has been exhibited in Canada, USA, Britain, Romania, and Korea. She has published essays on new media and disability, cognition and narrative, and writing by various contemporary authors. Kiki teaches a range of humanities and interdisciplinary topics, including transmedia storytelling, electronic literature, the medical humanities, narrative games, science and fiction, and cultural theory.
Margaret Moser is an educator and independent game designer in Los Angeles. Her work has been shown at Come Out & Play, Games4Change, and the Babycastles guerrilla game gallery in Brooklyn. She has spoken at GDC, AlterConf, and IndieCade East and served as a curator for IndieCade. Her research interests include persuasive games related to environmental issues, alternative and non-screen interfaces, and experimental structures for interactive narratives. She holds an MFA in Design and Technology from Parsons.
Jason Zevin is an Associate Professor of Psychology and Linguistics.
Anton Nijholt is Professor-Emeritus of the University of Twente, the Netherlands. He held positions at various universities, companies, and institutes in various countries (Belgium, Netherlands, Malaysia, Canada). Current interests are in human-computer interaction, entertainment computing, affective computing, humor research, playable cities, and brain-computer interfacing. Nijholt is chief-editor of the specialty section Human-Media Interaction of the journals Frontiers in Psychology and Frontiers in Computer Science. In addition to books on Playable Cities, Nijholt is editor of the 2018 Taylor & Francis book Brain-Computer Interfaces Handbook and the 2019 Springer book “Brain Art: Brain-Computer Interfaces for Artistic Expression.”
Nina Sobell pioneered the use of video, computers, and interactivity in art, as well as telerobotic performance on the Web. BFA Tyler, MFA Cornell. She taught at UCLA, SVA, was artist-in-residence at NYU ITP, NYU Center for Advanced Technology, and commissioned by the Panasonic International Networking and Telecommunications Lab to develop the first meeting software. In 1974, in collaboration with Mike Trivich, their Brain Wave Drawing Game was first installed at Dr. M. Barry Sterman’s Neuropsychology Lab, at The Computer Store, Santa Monica; CAM, Houston; Long Beach Museum of Art; ICA, London and the Getty Museum among others. She is investigating the perception of spontaneity by experimenting with glitch graphics for a new brain-computer interface.
Mike Trivich collaborated with Nina Sobell on interactive multimedia installations. These involved two participants using multichannel electroencephalographs wired to a PC. Installations included EEG Video Telemetry Environment (Houston Contemporary Art Museum, 1975), Brainwave Drawing (Long Beach Museum of Art, 1983), Thinking of You (Institute of Contemporary Art, London 2004), and California Video (J. Paul Getty Museum, 2008).
Since 2019, Trivich has mentored middle school students at De Anza Technology and the Arts (DATA) in Ventura, CA on the programming and use of CAD software, laser engravers/cutters, 3D printers, CNC Easel/X-carve routers and electronics projects.
Laila Shereen Sakr is an Assistant Professor of Media Theory & Practice at the University of California, Santa Barbara. Engaged in an ongoing posthuman performance of VJ Um Amel, she theorizes technology and the body through multimodal creative research. At UCSB, she co-founded Wireframe, a new digital media studio that supports critical game design and digital arts practice. Sakr has shown in solo and group exhibitions and performances at galleries and museums including the San Francisco MoMA, National Gallery of Art in Jordan, Camera Austria, Cultura Digital in Brazil, Kirchner Cultural Centre in Argentina, Tahrir Cultural Center in Cairo, Fridge Art Gallery in Washington, DC, and 100 Copies in Egypt, among other venues.
Kate Hollenbach is an Assistant Professor of Emergent Digital Practices at University of Denver. She is an artist and programmer who creates video and interactive works examining critical issues in user interface and user experience design. Her recent work includes phonelovesyoutoo, an Android application that lovingly watches its user’s activities by capturing video from the phone’s front camera, back camera, and screen. Through the application, Kate generates video works to understand what mobile devices see when they observe human bodies and how human presence is split between physical and virtual planes.
Suzanne Dikker’s work merges cognitive neuroscience, performance art and education. She uses a ‘crowdsourcing’ neuroscience approach to bring human brain and behavior research out of the lab, into real-world, everyday situations, with the goal to characterize the brain basis of dynamic human social communication. As a senior research scientist at the Max Planck — NYU Center for Language, Music and Emotion (CLaME), affiliate research scientist at the Amsterdam Emotion Regulation Lab, and member of the art/science collective OOSTRIK + DIKKER,, Suzanne leads various research projects, including MindHive, a citizen science platform that supports community-based initiatives and student-teacher-scientist partnerships for human brain and behavior research.
Matthias Oostrik collaborates with his audience to explore digital technologies. His interactive installations investigate the impact of digital technology on our surroundings and its influence on our relationships with others.
David Medine is the director of Diademics Pty Ltd.
Alex is a co-founder at Neurosity, a Developer Expert at Google, and formerly a Software Engineer at Netflix. He is passionate about the human brain and how we can use technology to understand it better. Alex believes we can empower the mind and change how humans interact with computers.
AJ Keller is a cofounder of Neurosity.
Jeremy Greenberg is a Policy Counsel with Future of Privacy Forum (FPF) where he works to promote responsible data use in emerging technology. Prior to that, Jeremy served as a Policy Fellow with FPF where he worked on issues around privacy legislation, artificial intelligence, and advertising technology. Before joining FPF, Jeremy was a Law Clerk in the Office of U.S. Senator Ed Markey where he focused on a number of telecom and privacy items. Jeremy holds a J.D. from Georgetown University School of Law and a B.S. in Cinema, Photography and Media Arts from Ithaca College.
Sarah Ciston (she/they) is a PhD Candidate in Media Arts + Practice at University of Southern California and a Fellow at the Humboldt Institute for Internet and Society. Their research investigates how to bring intersectionality to artificial intelligence by employing queer, feminist, and anti-racist theories, ethics, and tactics. They also lead Creative Code Collective—a student community for co-learning programming using approachable, interdisciplinary strategies. Their computational art and experimental writing projects include a machine-learning interface that ‘rewrites’ the inner critic and a chatbot that explains feminism to online misogynists. They are currently developing a library of digital-print zines on Intersectional AI.