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 dangerous 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. Wearables, 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 situations that are humorous or potentially humorous.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Thomas, B., Close, B., Donoghue, J., Squires, J., De Bondi, P., Morris, M., Piekarski, W.: ARQuake: an outdoor/indoor augmented reality first person application. In: 4th International Symposium on Wearable Computers, pp. 139–146. IEEE Press, New York (2000)
Cheok, A.D., Fong, S.W., Goh, K.H., Yang, X., Liu, W., Farzbiz, F.: Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction. In: 2nd Workshop on Network and System Support for Games (NetGames’03), pp. 106–117. ACM, New York (2003)
Klein, N.: The Vatican to Vegas: The History of Special Effects. Verso, New York (2004)
Pearce, C.: Narrative environments. From Disneyland to world of warcraft. In: Borries, F. von, Walz, S.P., Böttger, M. (eds.) Space Time Play. Computer Games, Architecture and Urbanism: The Next Level, pp. 200–204. Birkhäuser Verlag, Basel (2007)
Nijholt, A.: Capturing immediate interests in ambient intelligence environments. In: Palma dos Reis, A., Blashki, K., Xiao, Y. (eds.) International Conference on Intelligent Systems and Agents (ISA 2007), pp. 91–98. IADIS Press, Lisbon (2007)
Nieuwenhuys, C. (Constant): New Babylon manuscript Written by Constant, for the exhibition catalogue published by the Haags Gemeentemuseum, The Hague (1974). Online at http://stichtingconstant.nl/system/files/pdf/1974%20New%20Babylon_0.pdf
Nijholt, A.: Designing humor for playable cities. In: Ahram, T., Karwowski, W. (eds.) 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015), Procedia Manufacturing 3, pp. 2175–2182. Elsevier (ScienceDirect), Amsterdam (2015)
Bier, H.: Digitally-driven design and architecture. In: Harks, T., Vehlken, S. (eds.) Neighborhood Technologies, pp. 97–106. Zürich, Diaphanes (2015)
Nijholt, A.: Mischief humor: from games to playable cities. In: 12th International Conference on Advances in Computer Entertainment Technology (ACE 2015), ACM Digital Library, New York (2016) (to appear)
Rickel, J., Lewis Johnson, W.: STEVE: a pedagogical agent for virtual reality. In: 2nd International Conference on Autonomous Agents, pp. 332–333. ACM, New York (1998)
Traum, D., Rickel, J.: Embodied agents for multi-party dialogue in immersive virtual worlds. In: AAMAS’02, pp. 766–773. ACM, New York (2002)
Ciger, J.: Collaboration with Agents in VR Environments. Thèse 3350, École Polytechnique Fédérale de Lausanne, Lausanne (2005)
Cavazza, M., Charles, F., Mead, S.J.: Planning characters’ behaviour in interactive storytelling. Planning characters’ behaviour in interactive storytelling. Comput. Anim. Virtual Worlds 13(2), 121–131 (2002)
Cavazza, M., Charles, F., Mead, S.J.: Intelligent virtual actors that plan … to fail. In: Butz, A., Krüger, A., Olivier, P. (eds.) Smart Graphics. LNCS, vol. 2733, pp. 151–161. Springer, Berlin (2003)
Cavazza, M., Charles, F., Mead, S.J.: Generation of humorous situations in cartoons through plan-based formalisations. Unpublished manuscript. In: CHI-2003 Workshop: Humor Modelling in the Interface (2003)
Raskin, V.: The Primer of Humor Research. Mouton de Gruyter, Berlin (2008)
Carvalho, A., Brisson, A., Paiva, A.: Laugh to me! Implementing emotional escalation on autonomous agents for creating a comic sketch. In: Oyarzun, D., Peinado, F., Young, R.M., Elizalde, A., Méndez, G. (eds.) Interactive Storytelling (ICIDS’12), LNCS, vol. 7648, pp. 162–173. Springer, Heidelberg (2012)
Ortony, A., Clore, G.L., Collins, A.: The Cognitive Structure of Emotions. Cambridge University Press, Cambridge, USA (1988)
Olsen, D., Mateas, M.: Beep! Beep! Boom!: towards a planning model of Coyote and Road Runner cartoons. In: 4th International Conference on Foundations of Digital Games (FDG’09), pp. 145–152. ACM, New York (2009)
Thawonmas, R., Tanaka, K., Hassaku, H.: Extended hierarchical task network planning for interactive comedy. In: Lee, J., Barley, M. (eds.) PRIMA 2003, LNAI 2891, pp. 205–213. Springer, Berlin (2003)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing Switzerland
About this paper
Cite this paper
Nijholt, A. (2017). Human Avatars in Playful and Humorous Environments. In: Chung, W., Shin, C. (eds) Advances in Affective and Pleasurable Design . Advances in Intelligent Systems and Computing, vol 483. Springer, Cham. https://doi.org/10.1007/978-3-319-41661-8_65
Download citation
DOI: https://doi.org/10.1007/978-3-319-41661-8_65
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-41660-1
Online ISBN: 978-3-319-41661-8
eBook Packages: EngineeringEngineering (R0)