Games and Entertainment in Ambient Intelligence Environments

Antinus Nijholt, Dennis Reidsma, Ronald Walter Poppe

    Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

    3 Citations (Scopus)
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    In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment and its objects (floors, furniture, mobile robots). These environments support their human inhabitants in their activities and interactions by perceiving them through sensors (proximity sensors, cameras, microphones). Health, recreation, sports, and games are among the needs of inhabitants. The environments can detect and interpret human activity, and can give multimedia feedback to invite, stimulate, guide, advise, and engage. The purpose of the activity can be improving physical and mental health (wellbeing) as it improving capabilities related to a profession, recreation, or sports. Fun, just fun, to be achieved from interaction can be another aim of such environments and is the focus of this chapter. We present several examples that span the concept of entertainment in ambient intelligence environments, both within and beyond the (smart) home. In our survey, we identify some main dimensions of ambient entertainment. Next we turn to the design of entertainment applications. We explain in depth which factors are important to consider when designing for entertainment rather than for work.
    Original languageUndefined
    Title of host publicationHuman-Centric Interfaces for Ambient Intelligence
    EditorsH. Aghajan, R. López-Cózar Delgado, J.C. Augusto
    Place of PublicationBurlington, MA, USA
    Number of pages21
    ISBN (Print)978-0-12-374708-2
    Publication statusPublished - 23 Oct 2009

    Publication series

    PublisherAcademic Press


    • Ambient entertainment
    • Exertion interfaces
    • Immersion
    • EWI-14175
    • urban games
    • METIS-263699
    • Games
    • experience design
    • Ambient Intelligence
    • IR-68327
    • emergent games

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