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Humans as Avatars in Smart and Playable Cities

  • Anton Nijholt

    Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Academic › peer-review

    16 Downloads (Pure)

    Abstract

    We compare the behavior of avatars in videogames with the expected behavior of humans in smart environments, particularly smart urban environments. As a result of this comparison we conclude that many aspects of controlling an avatar in a game environment will also be seen in controlling human behavior in smart urban environments. We predict a convergence of videogame environments with smart urban environments where the Artificial Intelligence (AI) of the game environment can be compared with the AI of the smart urban environment that is responsible for the functioning of the smart city. Game characteristics such as immediate rewards for good behavior can also be foreseen.
    Original languageEnglish
    Title of host publication2017 International Conference on Cyberworlds (CW)
    PublisherIEEE
    Pages190-193
    ISBN (Electronic)978-1-5386-2089-2
    ISBN (Print)978-1-5386-2090-8
    DOIs
    Publication statusPublished - 1 Dec 2017
    EventInternational Conference Cyberworlds 2017 - Chester, United Kingdom
    Duration: 20 Sept 2017 → 22 Sept 2017
    http://cw2017.org/

    Conference

    ConferenceInternational Conference Cyberworlds 2017
    Abbreviated titleCyberworlds 2017
    Country/TerritoryUnited Kingdom
    CityChester
    Period20/09/17 → 22/09/17
    Internet address

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 11 - Sustainable Cities and Communities
      SDG 11 Sustainable Cities and Communities

    Keywords

    • games
    • avatars
    • actuators
    • smart cities
    • Intelligent sensors

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