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Computation began as means to increase efficiency. From the early scientific and numerical tools to the desktop publishing and productivity tools of the 1980s, there was a focus on generating systems that assisted human performance by minimizing time and effort. Efficiency is still important, especially in an age where data and information are generated father than they can be consumed. However, we are also witnessing a shift in the use of computational power towards providing experiences. People may use computers to write papers or do number crunching, but it is more likely that the majority of bits they see are in the form of MP3 audio files, MPEG4 videos, and on-line multiplayer games. Efficiency is now complemented by a drive to create engaging, meaningful experiences.

The Real-time Aesthetics and Experience Lab has two central thrusts. We are investigating the design of future computing experiences with a focus on exploring techniques that bridges the gap between theatrical and cinematic practice and the design of computational interactive real-time experiences. We are also exploring the role of computational tools in facilitating reflective practice and enhancing cognition and performance.

Real-time: Our research focuses on interactive experiences that unfold in real-time.

Aesthetics: Aesthetics is often ignored in computational research. Yet, a good product design combines utility and usability with an overall sense of aesthetics.

Experience: We focus on the design of engaging, meaningful interactive computational experiences. We work in both virtual and physical worlds, developing tools that enhances and enriches interactive experiences


The focus on the design and development of real-time interactive experiences and aesthetics demands an interdisciplinary research approach. We draw from the fields of cinematography, animation, sound design, and visual design to support our aesthetic focus. We also use, explore, and adapt theories from many areas, including graphics, multi-media, artificial intelligence, information retrieval, performance arts (theatre and film), and digital arts (e.g. animation), social cognition, and perception.