TY - CHAP
T1 - Games and Entertainment in Ambient Intelligence Environments
AU - Nijholt, Antinus
AU - Reidsma, Dennis
AU - Poppe, Ronald Walter
PY - 2009/10/23
Y1 - 2009/10/23
N2 - 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.
AB - 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.
KW - Ambient entertainment
KW - Exertion interfaces
KW - Immersion
KW - EWI-14175
KW - urban games
KW - METIS-263699
KW - Games
KW - experience design
KW - Ambient Intelligence
KW - IR-68327
KW - emergent games
KW - HMI-MI: MULTIMODAL INTERACTIONS
U2 - 10.1016/B978-0-12-374708-2.00016-4
DO - 10.1016/B978-0-12-374708-2.00016-4
M3 - Chapter
SN - 978-0-12-374708-2
SP - 393
EP - 413
BT - Human-Centric Interfaces for Ambient Intelligence
A2 - Aghajan, H.
A2 - López-Cózar Delgado, R.
A2 - Augusto, J.C.
PB - Elsevier
CY - Burlington, MA, USA
ER -