Skip to main content

Human Behavior Analysis in Ambient Gaming and Playful Interaction

  • Chapter
Computer Analysis of Human Behavior

Abstract

Modern gaming has changed substantially through the use of speech, vision, and other modalities, which enhanced the more traditional input modalities like keyboard, mouse, joystick or other controllers. In addition, more actuators have become available to enrich the gaming experience, such as 3D visualization and tactile feedback. Last but not least, there is a trend in contemporary games to analyze the multimodal input and to provide the user with a more context-aware and personalized system. In this chapter we will provide the reader with an overview of modern gaming: games that use these multimodal technologies, the new experiences they create, and the usage of human behavior analysis.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from suspended platforms or over obstacles (jumping puzzles).

References

  1. Aarts, E.H.L., Marzano, S.: The New Everyday: Views on Ambient Intelligence. 010 Publishers, Rotterdam (2003). 9064505020

    Google Scholar 

  2. Aibo (1999). http://en.wikipedia.org/wiki/Aibo. Retrieved on 2011-02-12

  3. amBX Technology. http://ambx.com. Retrieved on 2011-01-12

  4. Apple Battery Information (2010). http://www.apple.com/batteries/iphone.html. Retrieved on 2012-02-12

  5. Apple iPhone 4 (2011). http://en.wikipedia.org/wiki/IPhone_4. Retrieved on 2012-02-12

  6. Asteroids (1979). http://en.wikipedia.org/wiki/Asteroids_(video_game). Retrieved on 2011-02-05

  7. Atari 2600 (1977). http://en.wikipedia.org/wiki/Atari_2600. Retrieved on 2011-02-07

  8. Bekker, T., Hummels, C., Nemeth, S., Mendels, P.: Redefining toys, games and entertainment products by teaching about playful interactions. Int. J. Arts Technol. 3(1), 17–35 (2010)

    Article  Google Scholar 

  9. Bradski, G., Kaehler, A.: Learning OpenCV: Computer Vision with the OpenCV Library. O’Reilly Media, Sebastopol (2008)

    Google Scholar 

  10. Brainball (2000). http://www.tii.se/touchingtheinvisible/brainball.html. Retrieved on 2010-12-05

  11. Brother in Arms 2: Global Front (2010). http://uk.wireless.ign.com/articles/107/1070914p1.html. Retrieved on 2012-02-12

  12. Call of Duty 4: Black Ops (2010). http://en.wikipedia.org/wiki/Call_of-Duty. Retrieved on 2010-11-28

  13. CAVE Automatic Virtual Environment (1992). http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment. Retrieved on 2010-12-10

  14. CityVille (2010). http://en.wikipedia.org/wiki/CityVille. Retrieved on 2011-02-12

  15. Daisies (2007). http://www.theowatson.com/site_docs/work.php?id=18. Retrieved on 2011-01-06

  16. Donkey Kong (1981). http://en.wikipedia.org/wiki/Donkey_kong. Retrieved on 2011-02-05

  17. Dourish, P.: Where the Action Is: the Foundations of Embodied Interaction. MIT Press, Cambridge (2004)

    Google Scholar 

  18. Dungeons and Dragons (1974). http://en.wikipedia.org/wiki/Dungeons_and_dragons. Retrieved on 2011-02-05

  19. Emotiv Systems (2010). http://en.wikipedia.org/wiki/Emotiv_Systems. Retrieved on 2011-01-05

  20. Exerbike Xg (2009). http://www.exerbikeusa.com. Retrieved on 2010-11-20

  21. EyeToy Play 3 (2005). http://en.wikipedia.org/wiki/EyeToy. Retrieved on 2010-11-20

  22. Eyles, M., Eglin, R.: Ambient games, revealing a route to a world where work is play? Int. J. Comput. Games Technol. 2008, 1–7 (2008)

    Article  Google Scholar 

  23. Fable 3 (2010). http://en.wikipedia.org/wiki/Fable_III. Retrieved on 2011-01-05

  24. GeoCaching (2000). http://www.geocaching.com. Retrieved on 2010-12-10

  25. Ghost Recon: Future Soldier (2011). http://en.wikipedia.org/wiki/Ghost_Recon:_Future_Soldier. Retrieved on 2011-02-12

  26. Gokturk, S.B. et al.: Gesture recognition system using depth perceptive sensors (2008). http://www.google.nl/patents/about?id=8JKpAAAAEBAJ. Retrieved on 2011-02-05

  27. Gouaillier, D., Hugel, V., Blazevic, P., Kilner, C., Monceaux, J., Lafourcade, P., Marnier, B., Serre, J., Maisonnier, B.: The NAO humanoid: a combination of performance and affordability. arXiv:0807.3223 (2008)

  28. GT Steering Wheel (2004). http://www.logitech.com/en-us/gaming/wheels/devices/4172. Retrieved on 2010-11-20

  29. Hassenzahl, M.: Encyclopedia entry on user experience and experience design (2011). http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.htm. Retrieved on 2011-03-14

  30. IThrown (2011). http://www.freshapps.com/ithrown/. Retrieved on 2011-02-12

  31. Journey to Wild Divine (2001). http://en.wikipedia.org/wiki/Journey_to_Wild_Divine. Retrieved on 2010-12-05

  32. Juang, B.H., Rabiner, L.R.: Hidden Markov models for speech recognition. Technometrics 33(3), 251–272 (1991)

    Article  MathSciNet  MATH  Google Scholar 

  33. Karlsson, N., Di Bernardo, E., Ostrowski, J., Goncalves, L., Pirjanian, P., Munich, M.E.: The vSLAM algorithm for robust localization and mapping. In: Robotics and Automation, 2005. ICRA 2005. Proceedings of the 2005 IEEE International Conference on. IEEE Press, New York (2005)

    Google Scholar 

  34. Lienhart, R., Maydt, J.: An extended set of Haar-like features for rapid object detection. In: Proceeding of the International Conference on Image Processing, 2002, vol. 1, p. 900. IEEE Press, New York (2002).

    Google Scholar 

  35. Lord of the Rings Online: Shadows of Angmar (2007). http://en.wikipedia.org/wiki/The_Lord_of_the_Rings_Online:_Shadows_of_Angmar. Retrieved on 2011-02-05

  36. Lourens, T., Barakova, E.: Humanoid robots are retrieving emotion from motion analysis. (2011, submitted)

    Google Scholar 

  37. Mario (1981). http://en.wikipedia.org/wiki/Mario. Retrieved on 2011-02-05

  38. Microsoft Surface (2011). http://blogs.msdn.com/b/surface/. Retrieved on 2011-01-06

  39. Microsoft Xbox Kinect (2010). http://en.wikipedia.org/wiki/Kinect. Retrieved on 2011-01-02

  40. Microsoft Xbox Kinect Avatar (2011)

    Google Scholar 

  41. Minority Report (2002). http://en.wikipedia.org/wiki/Minority_Report_(film). Retrieved on 2011-02-12

  42. Nintendo Wii Remote (2006). http://en.wikipedia.org/wiki/Wii_Remote. Retrieved on 2010-11-05

  43. Nintendogs (2005). http://en.wikipedia.org/wiki/Nintendogs. Retrieved on 2010-12-05

  44. Pac-Man (1980). http://en.wikipedia.org/wiki/Pac-Man. Retrieved on 2010-11-20

  45. Pandadroom (2002). http://www.efteling.com/NL/Park/Attracties/PandaDroom.html. Retrieved on 2010-12-10

  46. Parallel Kingdom (2010). http://www.parallelkingdom.com. Retrieved on 2010-12-10

  47. Peters, R.J., Itti, L.: Applying computational tools to predict gaze direction in interactive visual environments. ACM Trans. Appl. Percept. 5(2), 9 (2008)

    Article  Google Scholar 

  48. Pokemon (1999). http://en.wikipedia.org/wiki/Pokemon_(video_game_series). Retrieved on 2010-12-05

  49. Pokewalker (2010). http://en.wikipedia.org/wiki/Nintendo_DS_accessories. Retrieved on 2010-12-05

  50. Pong (1973)

    Google Scholar 

  51. Rockband 3 (2010). http://en.wikipedia.org/wiki/Rock_Band_3. Retrieved on 2010-12-10

  52. RuneScape (2001). http://en.wikipedia.org/wiki/Runescape. Retrieved on 2011-02-12

  53. Salah, A.A., Morros, R., Luque, J., Segura, C., Hernando, J., Ambekar, O., Schouten, B., Pauwels, E.: Multimodal identification and localization of users in a smart environment. J. Multimodal User Interfaces 2(2), 75–91 (2008)

    Article  Google Scholar 

  54. Schouten, B.: Play as source for ambient culture. Inaugural Speech Professor of Serious Gaming, Fontys University of Applied Science (2008). http://www.fontys.nl/generiek/bronnenbank/sendfile.aspx?id=189061

  55. Second Life (2003). http://en.wikipedia.org/wiki/Second_life. Retrieved on 2011-02-12

  56. SNES Controller (1992). http://en.wikipedia.org/wiki/Super_Nintendo_Entertainment_System. Retrieved on 2010-11-20

  57. Soute, I., Kaptein, M., Markopoulos, P.: Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games. In: Proceedings of the 8th International Conference on Interaction Design and Children, pp. 250–253. ACM, New York (2009).

    Chapter  Google Scholar 

  58. Space Invaders (1978). http://en.wikipedia.org/wiki/Space_invaders. Retrieved on 2011-02-12

  59. Taxonomy of Game Controllers. http://en.wikipedia.org/wiki/Game_controller. Retrieved on 2011-01-06

  60. Tistarelli, M., Schouten, B.: Biometrics in ambient intelligence. J. Ambient Intell. Humaniz. Comput. 2(2), 113–126 (2010)

    Article  Google Scholar 

  61. Totilo, S.: Natal recognizes 31 body parts, uses tenth of Xbox 360 computing resources. http://kotaku.com/#!5442775/natal-recognizes-31-body-parts-uses-tenth-of-xbox-360-computing-resources. Retrieved on 2011-02-12

  62. Turk, M., Pentland, A.: Eigenfaces for recognition. J. Cogn. Neurosci. 3(1), 71–86 (1991)

    Article  Google Scholar 

  63. World of Warcraft (2004). http://en.wikipedia.org/wiki/World_of_warcraft. Retrieved on 2011-02-12

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ben A. M. Schouten .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag London Limited

About this chapter

Cite this chapter

Schouten, B.A.M., Tieben, R., van de Ven, A., Schouten, D.W. (2011). Human Behavior Analysis in Ambient Gaming and Playful Interaction. In: Salah, A., Gevers, T. (eds) Computer Analysis of Human Behavior. Springer, London. https://doi.org/10.1007/978-0-85729-994-9_14

Download citation

  • DOI: https://doi.org/10.1007/978-0-85729-994-9_14

  • Publisher Name: Springer, London

  • Print ISBN: 978-0-85729-993-2

  • Online ISBN: 978-0-85729-994-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics