Michael Nebeling
Scholar

Michael Nebeling

Google Scholar ID: W2XLsXoAAAAJ
University of Michigan
human-computer interactionmixed reality
Citations & Impact
All-time
Citations
3,180
 
H-index
26
 
i10-index
45
 
Publications
20
 
Co-authors
2
list available
Resume (English only)
Academic Achievements
  • Regularly serves on the program and organizational committees of ACM CHI, UIST, and EICS conferences; will be the general co-chair for UIST 2026 and subcommittee co-chair for CHI 2026; previously served as general co-chair for EICS 2024, Papers co-chair for UIST 2021, and Papers co-chair for EICS 2015; received awards such as the Disney Research Faculty Award, Mozilla Research Award, Epic MegaGrant, and Meta Reality Labs gift; created the XR MOOC series, a three-course AR/VR specialization on Coursera.
Research Experience
  • Leads the Information Interaction Lab at the University of Michigan; involved with the Center for Academic Innovation, creating the Extended Reality for Everybody specialization on Coursera; serves as faculty adviser to the student-led Alternate Reality Initiative; co-directs the HCI seminar series as part of the Michigan Interactive and Social Computing (MISC) research group; teaches introductory and advanced AR/VR courses (SI 559/659); leads or contributes to several UM and externally funded research projects.
Education
  • Joined the University of Michigan in 2016 after completing a postdoc at the Human-Computer Interaction Institute at Carnegie Mellon University and earning his PhD from the Department of Computer Science at ETH Zurich.
Background
  • Associate Professor at the University of Michigan, where he directs the Information Interaction Lab. His research interests include designing and studying novel methods and tools for next-generation user interfaces, with a focus on augmented, virtual, and mixed reality (XR) experiences, aiming to make them easy, safe, and beneficial to use.
Miscellany
  • Became interested in XR in 2016 when starting his new lab at the University of Michigan; aims to lower the barrier to entry to democratize AR/VR research and design; explores the role of XR technologies in improving education and accessibility; investigates both positive and negative aspects of XR.