Ian BogostIan Bogost

Ian Bogost is an award-winning designer and media philosopher whose work focuses on videogames and computational media. He is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on political games and artgames.

Bogost is author or co-author of Unit Operations: An Approach to Videogame CriticismPersuasive Games: The Expressive Power of VideogamesRacing the Beam: The Atari Video Computer SystemNewsgames: Journalism at PlayHow To Do Things with VideogamesAlien Phenomenology, or What it’s Like to Be a Thing, and 10 PRINT CHR$(205.5+RND(1)); : GOTO 10.


Ellen Yi-Luen DoEllen Yi-Luen Do

Ellen Yi-Luen Do is a professor in the School of Industrial Design and the School of Interactive Computing, in the College of Architecture, and the College of Computing, at Georgia Institute of Technology. Before joining Georgia Tech, Do was on the faculty in the computational design program at Carnegie Mellon University, where she co-directed the Computational Design Laboratory CoDe Lab(Sep 04-Dec 05), and an affiliate faculty at the Human Computer Interaction Institute – HCII and the Institute for Complex Engineered Systems – ICES at Carnegie Mellon University. Before CMU, she was a faculty at University of Washington (99-04) where she co-directed the Design Machine Group – DMG, served as faculty director for the MS program in Design Computing and taught for the Honors Program. Prior to UW, Do worked at University of Colorado at Boulder (94-99) as a researcher and instructor for the Sundance Lab for Computing in Design and Planning. She joined Georgia Tech’s faculty in January 2006.


Ashok2012Ashok K. Goel

Ashok K. Goel is a Professor of Computer and Cognitive Science and the Director of the Ph.D. Program in Human-Centered Computing in the School of Interactive Computing at Georgia Institute of Technology in Atlanta, USA. He is also the Director of the School’s Design and Intelligence Laboratory and a Co-Director of the Institute’s Center for Biologically Inspired Design. Ashok conducts research into human-centered computing, artificial intelligence, and cognitive science, with a focus on computational creativity, design and modeling. His research explores analogical thinking, systems thinking, visual thinking and meta-thinking as fundamental processes of human and computational creativity. Ashok is an Associate Editor of IEEE Intelligent Systems and a member of the editorial board of AAAI’s AI Magazine. He is a member of the organizing committee of the conference series on Advances in Cognitive Systems, and an Associate Editor of the online journal with the same name.


blair macintyreBlair MacIntyre

Blair MacIntyre is an Associate Professor in the School of Interactive Computing, where he directs the Augmented Environments Lab and the Augmented Reality Game Studio.  His research focuses on the design, development, and evaluation of effective, engaging and enjoyable augmented reality experiences.  He is particularly focused on first-person augmented reality, where media is merged with the world around the user.  He teaches Game Design and Architecture and Augmented Reality Game Design classes, and has been doing AR games research since 2006. He received his Ph.D. in the Department of Computer Science at Columbia University in New York City in 1999, and co-founded the AR gaming company Aura Interactive in 2009.


Brian MagerkoBrian Magerko

Brian Magerko is an Assistant Professor of Digital Media at Georgia Tech, head of the Adaptive Digital Media (ADAM) Lab, and a member of the Entertainment Intelligence LabExperimental Game LabGeorgia Tech Center for Music Technology, and GVU Center. His research explores the themes of computation and creativity, which results in work in such expressive fields as interactive narrative, digital performance, AI-based computer game design, and educational media. His current major projects include a) AI-based technologies that can co-create narrative-based performances (e.g. theatre, dance, or imaginative play) with human performers, b) adaptive AI for digital game-based learning experiences, and c) employing creativity as a means of teaching about computation (e.g. remixing hip hop music with code). See the ADAM Lab’s project page for a list of current projects.


Michael Nitsche

Michael Nitsche

Michael Nitsche joined the School of Literature, Media, and Communication in 2004, and formed the Digital World & Image Group DWIG shortly after. His research looks into digital spaces, where and how they intersect with physical environments. Combining video games, mobile technology, and digital performances, he experiments with borderline areas of digital and physical media. Nitsche holds a PhD in Architecture from the University of Cambridge and researches digital virtual worlds as environments for dramatic engagement and human expression. His work combines theoretical analysis and practical experiments and his collaborations include work with the National Film and Television School London, Sony Computer Entertainment Europe, Turner Broadcasting, Alcatel Lucent, and others. He is author of Video Game Spaces: Image, Play, and Structure in 3D Worlds (MIT Press, 2009), and has published on Game Studies, virtual worlds, digital performance, games and film, and machinima in numerous publications.


Model Release-YESCelia Pearce

Celia Pearce is an Associate Professor in the School of Literature, Media, and Communication specializing in games research and media arts. After a 20+ year career in interactive media, she received her PhD in Media Arts in 2006 from Central Saint Martins College of Art and Design, University of the Arts London. Her thesis work, focusing on emergent social behavior in online games, was published by MIT as Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (2009). She also works in the areas of game art, independent game design, and feminist game studies. She continues to work as a designer and artist, developing games as part of her research activities. She is a co-founder of Ludica women’s game collective, IndieCade, the independent video game festival, and Codename, an independent game label.


SONY DSCMark Riedl

Mark Riedl is an Assistant Professor in the Georgia Tech School of Interactive Computing and director of the Entertainment Intelligence Lab. Riedl’s research focuses on the intersection of artificial intelligence, virtual worlds, and storytelling. The principle research question he addresses through his research is: how can intelligent computational systems reason about and autonomously create engaging experiences for users of virtual worlds and computer games.

Riedl’s primary research contributions are in the area of artificial intelligence approaches to automated story generation and interactive storytelling for entertainment, education, and training. Narrative is a cognitive tool used by humans for communication and sense-making. The goal of his narrative intelligence research is to discover new computational algorithms and models that can facilitate the development of intelligent computer systems that can reason about narrative in order to be better communicators, entertainers, and educators.


bruce_walkerBruce Walker

Bruce Walker is an Associate Professor with joint appointments in the School of Psychology and the School of Interactive of Computing at Georgia Institute of Technology. He directs the Sonification Lab, which is focused on sonification and auditory displays, human-computer interaction in non-traditional interfaces, and psychological and social factors in the adoption and use of technology. In addition, Walker is a member of Georgia Tech’s HCI faculty, as well as the Graphics, Visualization, and Usability (GVU) Center. He coordinates the Psychology Track in the GT Masters Program in HCI (MS-HCI).

Walker’s overarching goal is to ensure that technology is developed with the end user in mind. All aspects of design, implementation, adoption, and use of a system or device can be enhanced by considering the perceptual, cognitive, and social needs and abilities of those who will use it.