Skip to main content

Gamification Techniques for Rule Management in Ambient Intelligence

  • Conference paper
  • First Online:
Ambient Intelligence (AmI 2015)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9425))

Included in the following conference series:

Abstract

This paper discusses the application of gamification techniques in the Ambient Intelligence context. A three-layer framework for ambient intelligence based on the concept of interconnection among all actors involved in the intelligent environment is first delineated. Then, mechanisms for user-driven creation and modification of environment behavior are advocated in the user layer. For this purpose, event-condition-action rules are promoted in literature. With this position paper we would like to suggest that user interfaces for rule construction must be integrated with proper techniques for user engagement and motivation, such as those proposed in the gamification theory.

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

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, New York, NY, USA (2011)

    Google Scholar 

  2. Werbach, K., Hunter, D.: The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win. Wharton Digital Press, Philadelphia (2015)

    Google Scholar 

  3. Werbach, K., Hunter, D.: For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press, Philadelphia (2012)

    Google Scholar 

  4. Alis Salah, A., Schouten, B.A.M., Göbel, S., Arnrich, B.: Playful interactions and serious games. J. Ambient Intell. Smart Environ. 1, 1–5 (2014)

    Google Scholar 

  5. Cabitza, F., Dal Seno, B., Sarini, M., Simone, C.: “Being at one with things”: the interconnection metaphor for intelligent environments. In: Proceedings of IEE International Workshop on Intelligent Environment, pp. 63–73. IEE, Colchester, UK (2005)

    Google Scholar 

  6. Sadri, F.: Ambient intelligence: a survey. ACM Comput. Surv. 43(4), 1–66 (2011)

    Article  Google Scholar 

  7. Augusto, J.C., Nugent, C.D.: The use of temporal reasoning and management of complex events in smart homes. In: Proceedings of ECAI 2004, pp. 778–782. IOS Press (2004)

    Google Scholar 

  8. García-Herranz, M., Haya, P., Alamán, X.: Towards a ubiquitous end-user programming system for smart spaces. J. Univers. Comput. Sci. 16(12), 1633–1649 (2010)

    Google Scholar 

  9. Emani, S., Yamin, C.K., Peters, E., Karson, A.S., Lipsitz, S.R., Wald, J.S., Williams, D.H., Bates, D.W.: Patient perceptions of a personal health record: a test of the diffusion of innovation model. J. Med. Internet Res. 14(6), e150 (2012)

    Article  Google Scholar 

  10. Cabitza, F., Fogli, D., Piccinno, A.: Fostering participation and co-evolution in sentient multimedia systems. J. Vis. Lang. Comput. 25(6), 684–694 (2014)

    Article  Google Scholar 

Download references

Acknowledgments

This work is supported by the Italian Ministry of University and Research (MIUR) under grant PON 02_00563_3470993 project “VINCENTE”.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Daniela Fogli .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer International Publishing Switzerland

About this paper

Cite this paper

Benzi, F., Cabitza, F., Fogli, D., Lanzilotti, R., Piccinno, A. (2015). Gamification Techniques for Rule Management in Ambient Intelligence. In: De Ruyter, B., Kameas, A., Chatzimisios, P., Mavrommati, I. (eds) Ambient Intelligence. AmI 2015. Lecture Notes in Computer Science(), vol 9425. Springer, Cham. https://doi.org/10.1007/978-3-319-26005-1_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-26005-1_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-26004-4

  • Online ISBN: 978-3-319-26005-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics