Flairs 2007 Special Track
AI and Ambient Entertainment
Flairs 2007 Special Track
AI and Ambient Entertainment
May 7-9, 2007, Key West, Florida, USA

AI and Ambient Intelligence

In future Ambient Intelligence (AmI) environments we assume intelligence embedded in the environment, its objects (furniture, mobile robots) and in its virtual, sometimes visualized agents (virtual humans). These environments support the human inhabitants or visitors of these environments in their activities and interactions by perceiving them through sensors (proximity sensors, cameras, microphones, etc.). Support can be reactive but also, and more importantly, pro-active, anticipating the needs of the inhabitants and visitors.

Health, recreation, sports and playing games are among these needs. Sensors in these environments can detect and interpret bodily activity and can give multimedia feedback to invite, stimulate, guide and advise on bodily activity. Rather than aiming at improving user task efficiency, in these ambient entertainment environments the aim is to improve physical and mental health (well-being) through exercise and through play. Exercises can be done in order to improve fitness, to prevent certain injuries (e.g., RSI), or to recover from an accident (e.g., physiotherapy exercises). Other exercises may aim at improving certain capabilities related to a profession (ballet, etc.), some kind of recreation (juggling, etc.), or sports (fencing, etc.). Fun, just fun, achieved from interaction (e.g. dancing or physical gaming) can be another aim of such environments.

One underlying assumption is that emphasis on activities in which the experience rather than the outcome will lead to results on designing intelligent systems that are important for ambient intelligence home environments. An ambient intelligence home environment should be attentive, aware of the user needs, but not always aim for the most efficient solution and thereby not allowing the inhabitants a possible experience. That is, the ambient intelligent home environment should sometimes act as a dance partner.

In this FLAIRS Special Track we look at games and other leisure activities that require and encourage physical body movements. Hence, we look at bodily and gestural interaction with game and leisure environments equipped with sensors (cameras, microphones, touch and proximity sensors) and some application-dependent intelligence (allowing reactive and proactive activity). Interpretation of the bodily interaction, requiring domain-dependent artificial intelligence, needs to be done by the environment and the agents that maintain the interaction with the human partner. In the display of reactive and pro-active activity embodied virtual agents play an important role. They can play the role of teacher, coach, partner or buddy.