Alexis André

In this golden age of computation and data overflow, I am wondering why our entertainment is still mostly designed to be consumed in a passive manner. You go to the theater to watch a movie or a play, you listen to music with headphones, you read a book, you play a game on TV; those experiences are decided in advance and designed to be delivered to customers in a "one size fits all" approach. I would like to reverse the established order by creating meta-entertainment: systems that are able to automatically generate contents that are finely tuned to anybody, able to adapt to the reaction of the audience and at the same time, to propose new media environments that allow people to experience contents in unique ways.
This meta-entertainment must also formalize what makes contents entertaining, in other words, I am interested in proposing a "theory of fun" that provides a framework for designing systems that create new contents. My work takes a bottom-up approach: designing meta-systems and their respective platforms to explore how we consume entertainment when we are allowed freedom to play "with" the contents and how far can we push creation to the next generation.

[Keywords]
Aesthetics / Interaction / Entertainment / Games / Visualization

Activities

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Projects

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Selected Publications

"OtoMushi: touching sound", Alexis André, SIGGRAPH Asia 2010 Sketches

"Single-view sketch based modeling", Alexis André, Suguru Saito, Sketch-Based Interfaces and Modeling 2011

Profile

2003 Supelec (French Engineering School) Engineer (Energy and Information Science)
2004 Tokyo Institute of Technology ME Computer Science (Machine Learning)
2009 Tokyo Institute of Technology PhD Computer Science (Computer Graphics/Computer Vision/Interface)
2009-Now Sony CSL Researcher

Alexis Andre studies ways in which new digital media allow for unprecedented creative exploration. His work builds on the idea of process as art, with the creator focusing on interaction with the process. His overarching thema is to define the next generation of entertainment that will be relevant even for digital natives. His research interests cover computer-generated/-assisted art, procedural design, computer graphics, HCI, computer vision, game psychology and game design. His work has been shown at YCAM and SIGGRAPH, and he has been working with various artists, from Open Reel Ensemble to Issey Miyake produced Aomori University Men's Rhythmic Gymnastics team, creating interactive displays of the performance. He also invented Sony's interactive toy platform, toio.

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