Ben Salem
Eindhoven University of Technology
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Publication
Featured researches published by Ben Salem.
Multimedia Systems | 2006
Ryohei Nakatsu; Matthias Rauterberg; Ben Salem
In this paper we describe a form of communication that could be used for lifelong learning as contribution to cultural computing. We call it Kansei Mediation. It is a multimedia communication concept that can cope with non-verbal, emotional and Kansei information. We introduce the distinction between the concepts of Kansei Communication and Kansei Media. We then develop a theory of communication (i.e. Kansei Mediation) as a combination of both. Based on recent results from brain research the proposed concept of Kansei Mediation is developed and discussed. The biased preference towards consciousness in established communication theories is critically reviewed and the relationship to pre- and unconscious brain processes explored. There are two tenets of the Kansei Mediation communication theory: (1) communication based on connected unconciousness, and (2) Satori as the ultimate form of experience.
ambient intelligence | 2004
Ben Salem; Matthias Rauterberg
In this paper we describe the issues that need to be addressed when setting up an aware environment occupied simultaneously by several users. Combining the delivery of services for various users simultaneously requires the setting up of users profiles as a record of their needs, requirements and desires. We are thus interested in a assessment of the requirements and specifications of user profiling. Furthermore there is also a need for the merger of multiple user profiles. As we are involved in the development of a smart family home and a responsive Exhibition booth, we will investigate user profiling and profile management within these two contexts. We finally discuss some issues that we consider detrimental to the success of aware environments.
international conference on entertainment computing | 2005
Ben Salem; Matthias Rauterberg
In this paper we review the latest understandings about what emotions are and their roles in perception, cognition and action in the context of entertainment computing. We highlight the key influence emotions have in the perception of our surrounding world, as well as in the initiation of action. Further to this we propose a model for emotions and demonstrate how it could be used for entertainment computing. We then present a review of emotion based toys and show our own development in this area. We conclude our paper with a discussion on how entertainment systems would gain from a better and more comprehensive understanding of emotions.
digital interactive media in entertainment and arts | 2008
Hao Liu; Ben Salem; Matthias Rauterberg
This paper first presents an adaptive user preference model for personalized service delivery systems. In this model, user preference is modeled by a two-layer tree with dynamic changeable structures. The top layer of the tree is used for modeling users long term service preference. Each node represents users long term evolving commitment to certain categories of service. The lower layer of the tree is used for modeling user spontaneous service requirement which depends on context of use. Each node relates one context of use to one or more desired service requirements. The tree is dynamically constructed by the formal relation definitions among nodes. The advantage of this structure is three folds: (1) it can not only model the users long term but also spontaneous preference items. More over, the relations between all preference items are formally defined; (2) if the number of preference items is many, it is more efficient and easier to find the right preference items; (3) if the user desired service has been removed, the system can utilize the personalized hierarchy service structure of the preference tree to calculate and recommend similar services. After the introduction of the user preference modeling, an algorithm of how to build it is presented. Finally, we customized the user preference for personalized in-flight entertainment recommendation to validate its features.
ambient intelligence | 2010
Ben Salem; Jorge Alves Lino; Matthias Rauterberg
An investigation into user profiling and adaptation with exhibition booth as a case study is reported. First a review of the field of exhibitions and trade fairs and a summary introduction to adaptation and profiling are given. We then introduce three criteria for the evaluation of exhibition booth: effectiveness, efficiency and affect. Effectiveness is related the amount of information collected, efficiency is a measurement of the time taken to collect the information, and affect is the perception of the experience and the mood booth visitors have during and after their visit. We have selected these criteria to assess adaptive and profiled exhibition booths, we call smart exhibition (SmartEx). The assessment is performed with an experiment with three test conditions (non-profiled/non adaptive, profiled/non-adaptive and profiled adaptive presentations). Results of the experiment are presented along discussion. While there is significant improvements of effectiveness and efficiency between the two-first test conditions, the improvement is not significant for the last test condition, for reasons explained. As for the affect, the results show that it has an under-estimated importance in people minds and that it should be addressed more carefully.
international conference on entertainment computing | 2008
Ben Salem; Adrian David Cheok; Adria Bassaganyes
In this paper we report on a novel form of media we call BioMedia. We introduce the concept and we explain its features. We then present two prototypes we have developed using BioMedia in entertainment.
international conference on entertainment computing | 2007
Ben Salem
We introduce and describe the concept of Kansei Game as the implementation of Kansei Mediated Entertainment. In our current approach we translate the classical Zen story of ten Ox herding pictures into a game. We describe the features of such a game and we propose some guidelines for its design and development.
international conference on entertainment computing | 2009
Matthijs Kwak; Ben Salem
This paper describes the process of designing and developing an intuitive controller that helps lower the threshold for novice gamers to play Halo 3. To help novices to master the controller, most controls have been replaced with rich and meaningful interaction. To help novices understand the game, extra feedback channels have been added to reinforce information given onscreen so critical information is not missed.
digital interactive media in entertainment and arts | 2007
Ben Salem; Ryohei Nakatsu
Essentially Kansei Games are a new concept of games that focus on delivering a constructive positive experience to the game player. We wish to do this by addressing the player needs, requirements and desires. We propose a Needs Requirements and Desires (NRD) model where the self is at the centre, and all needs requirements and desires radiate from it. It is an egocentric, egoistic and hedonistic model. In which, needs relates to the essentials, requirements to the necessary and desires to the optional. While playing a game, it is possible to assess its usage in terms of its effect on the players NRD. We believe that the fulfilment of the NRD would yield a positive game experience. We would like to propose an approach that addresses users NRD and results in enrichment, positive affect and inner balance for the user.
international conference on entertainment computing | 2008
Jorge Alves Lino; Ben Salem
In this poster we present the observations results of video gamers playing Halo 3 on the X-Box console. We report on the data we have gathered thanks to a Noldus Observer system. These data relate to gamer behaviour, game actions and basic biofeedback.