Anna Cox
December 9th at 10AM (GTM+1)
Anna Cox is Professor of Human-Computer Interaction in the UCL Interaction Centre (UCLIC), in the Division of Psychology and Language Sciences and Vice Dean (Equality, Diversity & Inclusion) in the Faculty of Brain Sciences. She was Deputy-Director of UCLIC 2009-2017, chair of the Athena SWAN self-assessment team in the Division of Psychology and Language Sciences, achieving renewal of a silver award on 2 occasions, and Faculty Athena SWAN lead 2017-2019. She is also a parent.
Professor Cox’s first degree is in Cognitive Science (Hertfordshire), and her MSc is in Human-Computer Interaction (Queen Mary, University of London). She was awarded her PhD from the University of Hertfordshire in 2002. She became a lecturer in the Computer Science department at University of Hertfordshire before moving to UCL as a Lecturer in 2004. She was promoted to full professor in 2017.
Professor Cox has published widely, beginning with her PhD work on exploratory learning, to more recent work on human error, digital games, habit formation and personal informatics. Her current research focuses on work and wellbeing in the digital age.
Professor Cox is a member of both the CHI and the CHI PLAY steering committees. She was Specialist Advisor to the Digital, Culture, Media and Sport Select Committee at the House of Commons for their 2019 inquiry into immersive and addictive technologies. She has served in senior roles on the programme and organising committees of a number of top-tier HCI conferences, including as technical programme chair for CHI2018 and CHI2019 and general chair of CHI PLAY 2015 and 2016.
Talk : Games for Academic Life
Academic life seems to be increasingly shaped by metrics that measure how happy we’ve made our students, how many papers we’ve written and how much money we have generated to support our research. The pressure that comes from being placed on these leaderboards has contributed to the high rates of mental ill health and suicide amongst academics. In this talk, Professor Anna Cox will describe how we can use our knowledge of the science and application of serious games to improve our own lives and those of our students and colleagues. Drawing on her research on work and wellbeing in the digital age, she will describe how we can use games to build communities, develop trusted teams and enhance our work-life balance.
Anne-Gwenn Bosser
December 10th at 9:30AM (GTM+1)
Anne-Gwenn Bosser is an Associate Professor at ENIB in France, near Brest, in Western Brittany. She is a member of the Lab-STICC (CNRS UMR 6285).
Previously, she was in charge of the Games Development curriculum at Teesside University, and a member of the Intelligent Virtual Environments lab. Before that, she was a JSPS fellow at Kwansei Gakuin University in Japan, and a post-doctoral researcher at CNAM Paris. In a past life, she has been working in R&D in the game industry. She holds postgraduate degrees in philosophy, in mathematics, and also in industrial software engineering. The work she carried for her PhD in Computer Science at Paris 7 University has been awarded the prize of the Young Researcher in Games at Imagina 2005.
Her research interests currently revolve around computational narratives in the context of interactive applications, especially computer games or virtual reality simulations, which she studies from a logical standpoint.
Since 2013, her research takes place at the CERV (Centre Européen de Réalité Virtuelle), a technological platform equipped with immersive systems and interactive devices. The CERV brings together research laboratories, companies and students in a multidisciplinary context and has produced a number of simulation-based applications for training, health, or artistic purposes. For this keynote, she will present the work taking place at CERV related to serious games and virtual reality.
Talk : Immersive Games at CERV
The Centre Européen de Réalité Virtuelle (CERV) is a technological platform which celebrated it’s 15th anniversary. It is hosted by the ENIB in Western Brittany, France and gathers about 15 permanent researchers from various disciplines (computer science, psychology, history) around fundamental aspects and usages of virtual reality in a large sense.
This talk will survey past and current projects at CERV in various fields related to simulation-based applications (training, health, arts and entertainment). It will also explore how its researchers currently plan to combine various areas of expertise (virtual agents, computational narratives, physiological and adaptive interfaces, cognitive models, AI) to participate in the further advancement of an integrated approach to the development and study of engaging technologies.