Abstract

In future smart environments sensors and actuators know about the environment’s inhabitants and visitors. This knowledge allows them to predict and suggest activities and behavior and even to take care that certain activities and behavior are enforced on inhabitants and visitors. For example, in a potential dan-gerous situation a car driver can be alerted, can be given a limited number of choices or the car can take over. Similar environmental behavior, not necessarily involving danger, can happen in domestic, urban and office or other professional environments. Humans have now become part of the Internet of Things. Weara-bles, clothes, body sensors, smart tattoos and implants allow the environment to monitor a user, but also to guide and steer a user in a way and a direction that suits the environment and those who own or maintain the environment. In this paper we investigate how a smart environment can use its smartness to create funny and humorous situations by suggesting or enforcing particular activities and behavior of its human inhabitants. In order to do so we have to look at how actor behavior and activity is modeled in storytelling research. In this research we have actors, but sometimes also directors or the environment is called upon to act as a smart director. Rather than aiming at efficiency when guiding ‘actors’ in these environments, we can as well guide human and virtual actors towards situa-tions that are humorous or potentially humorous.
Original languageUndefined
Title of host publicationProceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design
EditorsWJ. Chung, C. Sungsoo Shin
Place of PublicationSwitzerland
PublisherSpringer International Publishing
Pages671-682
Number of pages12
ISBN (Print)978-3-319-41660-1
DOIs
StatePublished - 27 Jul 2016

Publication series

NameAdvances in Intelligent Systems and Computing
PublisherSpringer International Publishing
Volume483
ISSN (Print)2194-5357

Fingerprint

Railroad cars
Smart sensors
Actuators
Sensors
Internet of things

Keywords

  • EWI-26595
  • METIS-318445
  • HMI-IA: Intelligent Agents
  • Smart Environments
  • Sensors
  • Virtual Reality
  • Playable Cities
  • Smart technology
  • Augmented reality
  • Human computer interaction
  • Multi-modal interaction
  • Game environments
  • Entertainment Technology
  • IR-100965
  • Actuators
  • HMI-HF: Human Factors

Cite this

Nijholt, A. (2016). Human Avatars in Playful and Humorous Environments. In W. J. Chung, & C. Sungsoo Shin (Eds.), Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design (pp. 671-682). (Advances in Intelligent Systems and Computing; Vol. 483). Switzerland: Springer International Publishing. DOI: 10.1007/978-3-319-41661-8_65

Nijholt, Antinus / Human Avatars in Playful and Humorous Environments.

Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design. ed. / WJ. Chung; C. Sungsoo Shin. Switzerland : Springer International Publishing, 2016. p. 671-682 (Advances in Intelligent Systems and Computing; Vol. 483).

Research output: Scientific - peer-reviewConference contribution

@inbook{d66dad2ee8ce431f81c9d22333f36dc3,
title = "Human Avatars in Playful and Humorous Environments",
abstract = "In future smart environments sensors and actuators know about the environment’s inhabitants and visitors. This knowledge allows them to predict and suggest activities and behavior and even to take care that certain activities and behavior are enforced on inhabitants and visitors. For example, in a potential dan-gerous situation a car driver can be alerted, can be given a limited number of choices or the car can take over. Similar environmental behavior, not necessarily involving danger, can happen in domestic, urban and office or other professional environments. Humans have now become part of the Internet of Things. Weara-bles, clothes, body sensors, smart tattoos and implants allow the environment to monitor a user, but also to guide and steer a user in a way and a direction that suits the environment and those who own or maintain the environment. In this paper we investigate how a smart environment can use its smartness to create funny and humorous situations by suggesting or enforcing particular activities and behavior of its human inhabitants. In order to do so we have to look at how actor behavior and activity is modeled in storytelling research. In this research we have actors, but sometimes also directors or the environment is called upon to act as a smart director. Rather than aiming at efficiency when guiding ‘actors’ in these environments, we can as well guide human and virtual actors towards situa-tions that are humorous or potentially humorous.",
keywords = "EWI-26595, METIS-318445, HMI-IA: Intelligent Agents, Smart Environments, Sensors, Virtual Reality, Playable Cities, Smart technology, Augmented reality, Human computer interaction, Multi-modal interaction, Game environments, Entertainment Technology, IR-100965, Actuators, HMI-HF: Human Factors",
author = "Antinus Nijholt",
note = "eemcs-eprint-26595",
year = "2016",
month = "7",
doi = "10.1007/978-3-319-41661-8_65",
isbn = "978-3-319-41660-1",
series = "Advances in Intelligent Systems and Computing",
publisher = "Springer International Publishing",
pages = "671--682",
editor = "WJ. Chung and {Sungsoo Shin}, C.",
booktitle = "Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design",

}

Nijholt, A 2016, Human Avatars in Playful and Humorous Environments. in WJ Chung & C Sungsoo Shin (eds), Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design. Advances in Intelligent Systems and Computing, vol. 483, Springer International Publishing, Switzerland, pp. 671-682. DOI: 10.1007/978-3-319-41661-8_65

Human Avatars in Playful and Humorous Environments. / Nijholt, Antinus.

Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design. ed. / WJ. Chung; C. Sungsoo Shin. Switzerland : Springer International Publishing, 2016. p. 671-682 (Advances in Intelligent Systems and Computing; Vol. 483).

Research output: Scientific - peer-reviewConference contribution

TY - CHAP

T1 - Human Avatars in Playful and Humorous Environments

AU - Nijholt,Antinus

N1 - eemcs-eprint-26595

PY - 2016/7/27

Y1 - 2016/7/27

N2 - In future smart environments sensors and actuators know about the environment’s inhabitants and visitors. This knowledge allows them to predict and suggest activities and behavior and even to take care that certain activities and behavior are enforced on inhabitants and visitors. For example, in a potential dan-gerous situation a car driver can be alerted, can be given a limited number of choices or the car can take over. Similar environmental behavior, not necessarily involving danger, can happen in domestic, urban and office or other professional environments. Humans have now become part of the Internet of Things. Weara-bles, clothes, body sensors, smart tattoos and implants allow the environment to monitor a user, but also to guide and steer a user in a way and a direction that suits the environment and those who own or maintain the environment. In this paper we investigate how a smart environment can use its smartness to create funny and humorous situations by suggesting or enforcing particular activities and behavior of its human inhabitants. In order to do so we have to look at how actor behavior and activity is modeled in storytelling research. In this research we have actors, but sometimes also directors or the environment is called upon to act as a smart director. Rather than aiming at efficiency when guiding ‘actors’ in these environments, we can as well guide human and virtual actors towards situa-tions that are humorous or potentially humorous.

AB - In future smart environments sensors and actuators know about the environment’s inhabitants and visitors. This knowledge allows them to predict and suggest activities and behavior and even to take care that certain activities and behavior are enforced on inhabitants and visitors. For example, in a potential dan-gerous situation a car driver can be alerted, can be given a limited number of choices or the car can take over. Similar environmental behavior, not necessarily involving danger, can happen in domestic, urban and office or other professional environments. Humans have now become part of the Internet of Things. Weara-bles, clothes, body sensors, smart tattoos and implants allow the environment to monitor a user, but also to guide and steer a user in a way and a direction that suits the environment and those who own or maintain the environment. In this paper we investigate how a smart environment can use its smartness to create funny and humorous situations by suggesting or enforcing particular activities and behavior of its human inhabitants. In order to do so we have to look at how actor behavior and activity is modeled in storytelling research. In this research we have actors, but sometimes also directors or the environment is called upon to act as a smart director. Rather than aiming at efficiency when guiding ‘actors’ in these environments, we can as well guide human and virtual actors towards situa-tions that are humorous or potentially humorous.

KW - EWI-26595

KW - METIS-318445

KW - HMI-IA: Intelligent Agents

KW - Smart Environments

KW - Sensors

KW - Virtual Reality

KW - Playable Cities

KW - Smart technology

KW - Augmented reality

KW - Human computer interaction

KW - Multi-modal interaction

KW - Game environments

KW - Entertainment Technology

KW - IR-100965

KW - Actuators

KW - HMI-HF: Human Factors

U2 - 10.1007/978-3-319-41661-8_65

DO - 10.1007/978-3-319-41661-8_65

M3 - Conference contribution

SN - 978-3-319-41660-1

T3 - Advances in Intelligent Systems and Computing

SP - 671

EP - 682

BT - Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design

PB - Springer International Publishing

ER -

Nijholt A. Human Avatars in Playful and Humorous Environments. In Chung WJ, Sungsoo Shin C, editors, Proceedings of the AHFE 2016 International Conference on Affective and Pleasurable Design. Switzerland: Springer International Publishing. 2016. p. 671-682. (Advances in Intelligent Systems and Computing). Available from, DOI: 10.1007/978-3-319-41661-8_65