WS1. Ambient Persuasion
Alexander Meschtscherjakov, Manfred Tscheligi (University of Salzburg, Austria)
Jaap Ham (Eindhoven University of Technology, The Netherlands)
Boris de Ruyter (Philips Research Europe, The Netherlands)
Ambient persuasion (AP) is the utilization of Ambient Intelligence (AmI) systems and services for the design of Persuasive Technologies (PT), which are systems that aims at chaining people's attitude and behavior. In this workshop we will discuss the interplay between between the two fields of AmI and PT. AmI systems enables us to tailor persuasive interventions exactly at the right time and in the right place, which is crucial for the persuasive success. This strategy holds huge potentials to boost the persuasive effect, but also bears some methodological and ethical challenges. In the workshop we will discuss ambient persuasion through different lenses including theoretical foundations, frameworks and heuristics for the design of AP applications, application areas for AP including health and wellbeing, case studies and examples of AP systems, methods and tools for research on AP, and ethical and privacy questions regarding AP.
WS2. Smart Healthcare and Healing Environments
Wei Chen (Eindhoven University of Technology, The Netherlands)
Fernando Seoane Martinez (KTH Royal Institute of Technology, Sweden)
Fedor Lehocki (Slovak University of Technology)
Johan Arends (Kempenhaeghe, the Netherlands)
Smart Healthcare and Healing Environments aim for empowering people for more comfortable care and social connection, enabling people to achieve better recovery results and helping medical staff to achieve better training. The goal of all healing environments is to support people with physical, emotional, and spiritual healing by eliminating environmental stressors and putting people in contact with nature and comfortable settings. This workshop focuses on Ambient Intelligence (AmI) systems and services for Smart Healthcare and Healing Environments.
WS3. End User Development in Ambient Intelligence
Daniel Tetteroo, Panos Markopoulos (Eindhoven University of Technology, The Netherlands)
Stefano Valtolina (Universita degli Studi di Milano, Italy)
Fabio Paterno (Consiglio Nazionale delle Ricerche, Italy)
Volkmar Pipek (Universitat Siegen, Germany)
Ambient intelligence offers unprecedented opportunities to achieve deeper, more meaningful and faster insights by putting the user at the center of informative systems, ambient and personal sensors, communicative tools, and mobile and ubiquitous computing devices. Designing, programming or managing this network of things and persons is becoming suitable for all thanks to visual interfaces and interaction strategies for supporting customization, personalization and EUD.
WS4. 6th Int. Workshop on Intelligent Environments Supporting Healthcare and Well-being (WISHWell14)
Juan Carlos Augusto (Middlesex University, UK)
Klaus-Hendrik Wolf (Hannover Medical School, Germany)
John ODonoghue (UCC, Ireland)
The EU and other regions of the world have long recognized the need for technology as a way forward to deal with the challenges at the intersection of demographics and health. Traditional systems will not be able to provide good care for all the people who will need it and on the other hand technology offers care in a complementary way to that one provided by humans. Our 6th Int. Workshop on Intelligent Environments Supporting Healthcare and Well-being (WISHWell14) will provide a forum for industry and academia to discuss the latest advances and challenges addressing this problem. At the centre of this discussion we will consider the main field of Ambient Assisted Living and also how Ambient Intelligence can be a fundamental enabler of this global innovation.
WS5. Fourth International Workshop on Aesthetic Intelligence
Daniela A. Plewe (National University of Singapore, Singapore)
Carsten Rocker (RWTH Aachen University, Germany)
Serge Autexier (DFKI, Germany)
Kai Kasugai (RWTH Aachen University, Germany)
The integration of digital technology into physical spaces changes our environment fundamentally. This workshop addresses the ongoing transformation process and provides a platform for interested researchers and practitioners to discuss the visual and perceptual possibilities that arise from the use of Ambient Intelligence technology in public as well as private space. The focus of the workshop will be on the relevance of beauty and aesthetic values for Ambient Intelligence and the meaning of aesthetically pleasing design for usability, technology acceptance, and well - being in technology - enhanced spaces. Targeting technology developers as well as media designers, the goal is to provide a platform for the exchange of ideas, initiation of collaborations and the development of methodologies for aesthetic competence.
WS6. Ambient Play and Informal Learning
Ben Schouten (Eindhoven University of Technology, The Netherlands)
Saskia Bakker (Eindhoven University of Technology, The Netherlands)
Wouter Sluis-Thiescheffer (Fontys Applied University, The Netherlands)
Janienke Sturm (Fontys Applied University, The Netherlands)
In many historical works about play, the definition of play is restricted to a specific 'time' and place', separated from ordinary life (i.e. play takes place in a 'magic circle'). Digital play, however, can be more integrated in a spatial, temporal and social sense owing to new media, social networks, modern technology and (social) interac-tion. This enables us to design for playful activities that are seamlessly integrated within our daily lives in such a way that the boundaries between other activities and play disappear or blur; we call this ambient games and play.
Ambient gaming and play can be an effective means to persuade people to take part in certain activities, such as educational activities or physical exercise. For instance game-based learning tools could help to improve the learning process by creating a motivating, dynamic and entertaining forum to both teach and learn.
This workshop focuses on playful learning outside a school context. In the past few years, numerous tools have been developed that foster learning of both cognitive and physical skills in a playful way.