Mass customization in ambient narratives

Ambient intelligence is a vision on the future of consumer electronics that refers to the presence of a digital environment that is sensitive, adaptive and responsive to the presence of people. This paper proposes a mass customization strategy to deliver tailor-made ambient intelligence environments on a mass basis. It introduces the idea of an “ambient narrative”, defined as an interactive narrative situated in mixed reality, and discusses how ambient intelligence emerges out of the continuous interaction people have with an ambient narrative. More specifically, it describes an ambient narrative as consisting of a set of predefined, interrelated, modular parts called ‘beats’. These beats are sequenced by an “ambient narrative engine” based on user’s feedback, context and past experiences, into a unique mixed reality story we call ambient intelligence. Furthermore, it discusses how this concept of ambient narratives may be implemented within two existing extensions of the Dexter hypertext reference model, the Amsterdam Hypermedia Model and the Adaptive Hypermedia Application Model. Conclusions: Ambient Intelligence is a vision on the future of consumer electronics that refers to the presence of a digital environment that is sensitive, adaptive and responsive to the presence of people. Since it is technologically not possible to mass produce Ambient Intelligence with the current state of the art in artificial intelligence and economically not feasible to manually develop tailor-made Ambient Intelligence products or services for each customer individually, we believe a different approach is needed to move Ambient Intelligence out of research laboratories into the real world. In this paper we described a mass customization strategy for Ambient Intelligence services offered over a collection of networked devices to customize Ambient Intelligence on a mass PR-TN-2004/00370 Unclassified iv  Koninklijke Philips Electronics N.V. 2004 basis. In this approach modular parts of Ambient Intelligence descriptions are assembled based on user feedback and interaction history into a personalized flow of personalized, interactive media presentations in which multiple devices may participate simultaneously. The Ambient Intelligence service thus allows people to create their own Ambient Intelligence within the scope of possibilities set down by the designer or writer of an ambient narrative, an interactive narrative in mixed reality that is designed to support people at home or in a particular service encounter in performing their everyday activities. We also explained that this mass customization strategy for ubiquitous hypermedia applications can be implemented in the existing Amsterdam Hypermedia Model (AHM) and Adaptive Hypermedia Application Model (AHAM). Although we believe this approach of mass customization in ambient narratives is conceptually sound, and supported by economical and social-cultural drivers, it will need to be implemented and tested in practice. To this end we are working on an example ambient narrative situated in HomeLab, the usability and feasibility lab at Philips Research. Unclassified PR-TN-2004/00370  Koninklijke Philips Electronics N.V. 2004 v

[1]  David E. Millard,et al.  Links in the palm of your hand: tangible hypermedia using augmented reality , 2002, HYPERTEXT '02.

[2]  Brian Magerko A Proposal for an Interactive Drama Architecture , 2002 .

[3]  Giovani J.C. da Silveira,et al.  Mass customization: Literature review and research directions , 2001 .

[4]  M. Holbrook What Is Consumer Research , 1987 .

[5]  Kevin M. Brooks,et al.  Metalinear cinematic narrative : theory, process, and tool , 1999 .

[6]  M. Castells The rise of the network society , 1996 .

[7]  Peter Ørbæk,et al.  Towards geo-spatial hypermedia: Concepts and prototype implementation , 2002, HYPERTEXT '02.

[8]  Michael Mateas,et al.  An Oz-Centric Review of Interactive Drama and Believable Agents , 1999, Artificial Intelligence Today.

[9]  W. Scott Neal Reilly,et al.  Broad agents , 1991, SGAR.

[10]  M. Castells The Information Age: Economy, Society and Culture , 1999 .

[11]  Robert McKee,et al.  Story: Substance, Structure, Style, and the Principles of Screenwriting , 1997 .

[12]  Mary Jo Bitner,et al.  Servicescapes: The Impact of Physical Surroundings on Customers and Employees: , 1992 .

[13]  R. Schechner Performance Studies: An Introduction , 2002 .

[14]  Glorianna Davenport,et al.  Narrative guidance of interactivity , 1995 .

[15]  B. Joseph Pine,et al.  The Experience Economy , 2020, Journal of Orthopaedic Experience & Innovation.

[16]  Brenda Kay Laurel,et al.  Toward the design of a computer-based interactive fantasy system / , 1986 .

[17]  Hongjing Wu,et al.  AHAM: a Dexter-based reference model for adaptive hypermedia , 1999, Hypertext.

[18]  Marc Cavazza,et al.  Interactive storytelling: from AI experiment to new media , 2003, ICEC.

[19]  A. Koller,et al.  Speech Acts: An Essay in the Philosophy of Language , 1969 .

[20]  Jeremy Rifkin,et al.  The Age of Access: The New Culture of Hypercapitalism Where All of Life Is a Paid-For Experience , 2001 .

[21]  David De Roure,et al.  The ambient wood journals: replaying the experience , 2003, HYPERTEXT '03.

[22]  Kevin R. Page,et al.  Hyperdoc: An Adaptive Narrative System for Dynamic Multimedia Presentations , 2003 .

[23]  Ian E. Smith,et al.  HyperCafe: narrative and aesthetic properties of hypervideo , 1996, HYPERTEXT '96.

[24]  Antonio Krüger,et al.  Some Issues on Presentations in Intelligent Environments , 2003, EUSAI.

[25]  Barry Arons Hyperspeech: navigating in speech-only hypermedia , 1991, HYPERTEXT '91.

[26]  R. Fisk,et al.  The Service Experience As Theater , 1992 .

[27]  Glorianna Davenport,et al.  Automatist Storyteller Systems and the Shifting Sands of Story , 1997, IBM Syst. J..

[28]  Brenda Laurel,et al.  Computers as theatre , 1991 .

[29]  Nicolas Szilas,et al.  Interactive drama on computer : beyond linear narrative , 1999 .

[30]  Emile H. L. Aarts,et al.  The New Everyday: Views on Ambient Intelligence , 2003 .

[31]  Roger C. Schank,et al.  SCRIPTS, PLANS, GOALS, AND UNDERSTANDING , 1988 .

[32]  Ian Clarke,et al.  Beyond the servicescape: The experience of place , 1995 .

[33]  Michael K. Brady,et al.  Investigating the role of the physical environment in hedonic service consumption: an exploratory study of sporting events , 2002 .

[34]  Manuel Castells,et al.  The Information Age: Economy, Society and Culture , 1999 .

[35]  E. Goffman The Presentation of Self in Everyday Life , 1959 .

[36]  Mayer D. Schwartz,et al.  The Dexter Hypertext Reference Model , 1994, CACM.

[37]  Dick C. A. Bulterman,et al.  The Amsterdam hypermedia model: adding time and context to the Dexter model , 1994, CACM.

[38]  Peter Brusilovsky,et al.  Methods and techniques of adaptive hypermedia , 1996, User Modeling and User-Adapted Interaction.