Abstract

We know about word play, verbal jokes, and about humor that appears spontaneously in conversations. This humor is studied in computational linguistics, together with issues such as verbal incongruities, ambiguities, irony and sarcasm. These appearances of humor are also part of computational humor studies, where a broader view is taken, that is, a view that includes artificial intelligence, reasoning, common-sense and context representations, and machine learning. But there are other kinds of humor. We can laugh about events that appear in our physical world. We can play an active role in having these events happening. Obviously, they can be accompanied with verbal comments and interaction. Nowadays physical worlds are equipped with multimodal sensors and multimedia actuators. Environments do not only have human inhabitants, but also tangibles, wearables, social robots and 2D and 3D display possibilities that can help to create changes in the world that is perceived by its human inhabitants. The possibility of humor creation can be transferred from the purely linguistics worlds of text and verbal exchanges to virtual, mixed, augmented and physical reality intelligent environments equipped with sensors and actuators that can help to create and control humorous events. In this paper we introduce this research area and we survey what is available in humor research literature that may help to establish this research area. Applications of this research include avatar behavior in videogames, robot and product behavior in entertainment, social, and game environments, and in smart physical environments that allow for playful and humorous events.
Original languageUndefined
Title of host publicationAdvances in Affective and Pleasurable Design. In: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics (AHFE 2014)
EditorsY. Gu Ji, S. Choi
Place of PublicationDanvers, MA, USA
PublisherAHFE Conference
Pages260-269
Number of pages10
ISBN (Print)978-1-4951-2109-8
StatePublished - Jul 2014

Publication series

Name
PublisherAHFE Conference
Volume19

Fingerprint

Actuators
Computational linguistics
Robots
Sensors
Linguistics
Artificial intelligence
Learning systems
Display devices

Keywords

  • EWI-24553
  • HMI-HF: Human Factors
  • Intelligent Environments
  • Sensors
  • Video games
  • Virtual Reality
  • METIS-305858
  • Physical Humor
  • IR-91762
  • Avatars
  • Actuators
  • Computational Humor
  • Verbal Humor

Cite this

Nijholt, A. (2014). Towards Humor Modelling and Facilitation in Smart Environments. In Y. Gu Ji, & S. Choi (Eds.), Advances in Affective and Pleasurable Design. In: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics (AHFE 2014) (pp. 260-269). Danvers, MA, USA: AHFE Conference.

Nijholt, Antinus / Towards Humor Modelling and Facilitation in Smart Environments.

Advances in Affective and Pleasurable Design. In: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics (AHFE 2014). ed. / Y. Gu Ji; S. Choi. Danvers, MA, USA : AHFE Conference, 2014. p. 260-269.

Research output: Scientific - peer-reviewConference contribution

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abstract = "We know about word play, verbal jokes, and about humor that appears spontaneously in conversations. This humor is studied in computational linguistics, together with issues such as verbal incongruities, ambiguities, irony and sarcasm. These appearances of humor are also part of computational humor studies, where a broader view is taken, that is, a view that includes artificial intelligence, reasoning, common-sense and context representations, and machine learning. But there are other kinds of humor. We can laugh about events that appear in our physical world. We can play an active role in having these events happening. Obviously, they can be accompanied with verbal comments and interaction. Nowadays physical worlds are equipped with multimodal sensors and multimedia actuators. Environments do not only have human inhabitants, but also tangibles, wearables, social robots and 2D and 3D display possibilities that can help to create changes in the world that is perceived by its human inhabitants. The possibility of humor creation can be transferred from the purely linguistics worlds of text and verbal exchanges to virtual, mixed, augmented and physical reality intelligent environments equipped with sensors and actuators that can help to create and control humorous events. In this paper we introduce this research area and we survey what is available in humor research literature that may help to establish this research area. Applications of this research include avatar behavior in videogames, robot and product behavior in entertainment, social, and game environments, and in smart physical environments that allow for playful and humorous events.",
keywords = "EWI-24553, HMI-HF: Human Factors, Intelligent Environments, Sensors, Video games, Virtual Reality, METIS-305858, Physical Humor, IR-91762, Avatars, Actuators, Computational Humor, Verbal Humor",
author = "Antinus Nijholt",
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publisher = "AHFE Conference",
pages = "260--269",
editor = "{Gu Ji}, Y. and S. Choi",
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Nijholt, A 2014, Towards Humor Modelling and Facilitation in Smart Environments. in Y Gu Ji & S Choi (eds), Advances in Affective and Pleasurable Design. In: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics (AHFE 2014). AHFE Conference, Danvers, MA, USA, pp. 260-269.

Towards Humor Modelling and Facilitation in Smart Environments. / Nijholt, Antinus.

Advances in Affective and Pleasurable Design. In: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics (AHFE 2014). ed. / Y. Gu Ji; S. Choi. Danvers, MA, USA : AHFE Conference, 2014. p. 260-269.

Research output: Scientific - peer-reviewConference contribution

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AB - We know about word play, verbal jokes, and about humor that appears spontaneously in conversations. This humor is studied in computational linguistics, together with issues such as verbal incongruities, ambiguities, irony and sarcasm. These appearances of humor are also part of computational humor studies, where a broader view is taken, that is, a view that includes artificial intelligence, reasoning, common-sense and context representations, and machine learning. But there are other kinds of humor. We can laugh about events that appear in our physical world. We can play an active role in having these events happening. Obviously, they can be accompanied with verbal comments and interaction. Nowadays physical worlds are equipped with multimodal sensors and multimedia actuators. Environments do not only have human inhabitants, but also tangibles, wearables, social robots and 2D and 3D display possibilities that can help to create changes in the world that is perceived by its human inhabitants. The possibility of humor creation can be transferred from the purely linguistics worlds of text and verbal exchanges to virtual, mixed, augmented and physical reality intelligent environments equipped with sensors and actuators that can help to create and control humorous events. In this paper we introduce this research area and we survey what is available in humor research literature that may help to establish this research area. Applications of this research include avatar behavior in videogames, robot and product behavior in entertainment, social, and game environments, and in smart physical environments that allow for playful and humorous events.

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Nijholt A. Towards Humor Modelling and Facilitation in Smart Environments. In Gu Ji Y, Choi S, editors, Advances in Affective and Pleasurable Design. In: Proceedings of the 5th International Conference on Applied Human Factors and Ergonomics (AHFE 2014). Danvers, MA, USA: AHFE Conference. 2014. p. 260-269.