Anton Nijholt

Anton Nijholt
University of Twente | UT · Department of Human Media Interaction (HMI)

Prof. Dr.
Upcoming AR talks: @JCSG; Serious Games, 23 Sept, Weimar; @MIET; Emerging Technologies, 24 Sept, Chittagong, Bangladesh.

About

732
Publications
187,346
Reads
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13,108
Citations
Introduction
Anton Nijholt is interested in non-traditional human-computer interaction issues. These issues include irrational behavior, deception, food, and humor. They are included in research on entertainment computing, augmented reality, brain-computer interfacing, multimodal interaction, affective interaction, and modelling interactions in smart environments, including human-human interaction, human-robot interaction, human-virtual agent interaction, and playable cities.
Additional affiliations
November 2011 - November 2020
University of Twente
Position
  • Professor Emeritus
January 1989 - present
University of Twente
Position
  • Professor
January 1976 - June 1980
Vrije Universiteit Amsterdam
Position
  • PhD Student

Publications

Publications (732)
Article
Full-text available
Over recent years, online shopping has grown at a tremendous rate, reaching a worldwide online retail sales of 4.9 trillion USD in 2021. Moreover, forecasts predict a growth by 50% over the following four years, reaching 7.4 trillion USD in 2025 (Statista, 2022). Needless to say that it is crucial for retailers to optimally market their offerings o...
Article
Full-text available
Research on physiological synchronization and hyperscanning is progressing at a rapid pace, with new methods and application areas constantly appearing. In general, physiological synchronization can occur in diverse social interaction scenarios—collaboration, communication, or competition within dyads or larger groups. The degree of synchronization...
Data
Announcement and Welcome.
Article
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In the past, virtual and augmented reality research has been driven by fruitful research on vision and image generation. We are now entering an era in which AR (Augmented Reality) and VR (Virtual Reality) research is likely to be integrated into research in the field of ubiquitous computing and its focus on sensors, processors, and actuators embedd...
Conference Paper
Full-text available
In Postphenomenology, various human-technology-world relations have been investigated. They provide an understanding of how humans and technological artifacts shape each other and how human intentionality is mediated by technology. As discussed in this paper digital technology as it has developed over the last twenty years has not received the atte...
Chapter
In future omnipresent Augmented Reality (AR), virtual creatures (humans and pets) will play an important role, not so much as task-oriented individuals, but as friends and companions with whom we can walk and chat when we want to. A companion can also suggest physical activity, motivate healthy eating behavior, or help in reminding taking medicatio...
Article
Full-text available
Despite the robust evidence that congruent background music in the physical store environment positively affects consumer reactions, less is known about its effects in an online context. The present study aims (1) to examine whether congruency via multiple elicited crossmodal correspondences between background music and the online store environment...
Book
Full-text available
This Research Topic is composed of 11 accepted papers: seven dedicated to original research, a perspective, a mini review and two opinion pieces, and are dedicated to various themes and perspectives. These contributions address the multi-faceted nature of non-clinical BCIs, ranging from ethical ramifications of these neurotechnologies, applications...
Article
Full-text available
Editorial to a Frontiers' Research Topic. The Research Topic is composed of 11 accepted papers: seven dedicated to original research, a perspective, a mini review and two opinion pieces, and are dedicated to various themes and perspectives. These contributions address the multi-faceted nature of non-clinical BCIs, ranging from ethical ramifications...
Chapter
We present a short survey on recovering nonverbal communication cues that are hidden by head-mounted devices while interacting in augmented reality. The focus is on recovering facial expressions and gaze behavior by using various kinds of sensors that are attached to or integrated with these devices. The nonverbal cues can be made visible for other...
Book
Full-text available
In this book, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel interfaces a...
Article
Full-text available
The Eighth International Brain-Computer Interface (BCI) Meeting was held June 7-9, 2021 in a virtual format. The conference continued the BCI Meeting series' interactive nature with 21 workshops covering the breadth of topics in BCI (also called brain-machine interface) research. Some workshops provided detailed examinations of methods, hardware, o...
Book
Full-text available
Eating and drinking are undoubtedly amongst life’s most multisensory experiences. Take, for instance, the enjoyment of flavor, which is one of the most important elements of such experiences, resulting from the integration of gustatory, (retronasal) olfactory, and possibly also trigeminal/oral-somatosensory cues. Nevertheless, researchers have sugg...
Article
Full-text available
In this Research Topic, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel in...
Conference Paper
In augmented reality, we have a virtual layer superimposed on reality. This virtual layer can contain multisensory content, that is, content that stimulates each of our senses: sight, hearing, taste, touch, and smell, and many interoceptive senses such as pain, heat, time, and balance. The virtual layer can contain virtual humans that have virtual...
Article
Full-text available
Eating and drinking are undoubtedly amongst life’s most multisensory experiences. Take, for instance, the enjoyment of flavor, which is one of the most important elements of such experiences, resulting from the integration of gustatory, (retronasal) olfactory, and possibly also trigeminal/oral-somatosensory cues (Prescott, 2015). Nevertheless, rese...
Article
Full-text available
We present a perspective article on the state of multisensory human-food interaction (MHFI) research and lay out some reflections for research and development in this area of inquiry, based on a revision of the different spaces that we have co-created for researchers to present work in it. We begin by conceptualizing and defining MHFI, before movin...
Conference Paper
We introduce research on social augmented reality with an emphasis on social face-to-face interaction. In social interaction interactants employ knowledge about their conversational partner and have their verbal interaction supported by nonverbal interaction cues. We survey the issues that arise when we pursue social interaction in augmented realit...
Conference Paper
We present various views on the future use of augmented in public spaces. The views address enhanced walking, social activity, appropriation of public spaces, and futuristic social aspects of future outdoor augmented reality. Although we often refer to handheld augmented reality, the focus is on more natural ways of experiencing augmented reality....
Conference Paper
Multisensory augmented reality enables content developers to generate more realistic, sensory rich user experiences. Applications and research related to multisensory augmented reality expands through several areas such as education, medicine, human-machine interactions, human-food interactions, marketing, and neuroscience. Aim of this workshop is...
Conference Paper
Full-text available
Humor, as it is experienced in the physical world, is based on incongruities. This is well-known for jokes and it is a well-researched approach to joke analysis. Less well-known is the incongruity approach to humor for physical environments and human activities, although this approach has a history that is longer than that of joke analysis. We can,...
Conference Paper
Our future urban environments are smart. Sensors and actuators are embedded in these environments and their inhabitants. We have an Internet of Things, where the 'Things' include objects, cars, tools, buildings, street furniture, and whatever can be equipped with sensors and actuators, including human and non-human animals. Augmented humans and aug...
Conference Paper
Here, we present the outcome of the 4 th workshop on Multisensory Approaches to Human-Food Interaction (MHFI), developed in collaboration with ICMI 2020 in Utrecht, The Netherlands. Capitalizing on the increasing interest on multisensory aspects of human-food interaction and the unique contribution that our community offers, we developed a space to...
Article
Here, we present the outcome of the 4th workshop on Multisensory Approaches to Human-Food Interaction (MHFI), developed in collaboration with ICMI 2020 in Utrecht, The Netherlands. Capitalizing on the increasing interest on multisensory aspects of human-food interaction and the unique contribution that our community offers, we developed a space to...
Chapter
Full-text available
There is more to humor than jokes. Humor can be created in jokes, in cartoons and animations, in products, commercials, and movies, or in stand-up comedy. However, also during our daily activities, we often smile and laugh because we experience interactions and events as humorous. We can experience such events; we can also initiate such events. Sma...
Chapter
Animals are part of city life. Many animal species live in the city. On the street, in buildings, in our homes, in vacant lots, parks, cemeteries, and in gardens. In smart cities the life of domestic and working animals will be augmented with digital technology. Urban wildlife will be confronted with digital technology as well. Robotic and virtual...
Article
Full-text available
Eighteenth and nineteenth century philosophers took interest in humour and, in particular, humorous incongruities. Humour was not necessarily their main interest; however, observations on humour could support their more general philosophical theories. Spontaneous and unintentional humour such as anecdotes, witty remarks and absurd events were the s...
Article
Software is a critical component of brain–computer interfaces (BCIs). While BCI hardware enables the retrieval of brain signals, BCI software is required to analyze these signals, produce output, and provide feedback. Users from multiple research areas have adopted BCI software platforms to investigate various concepts. Recently, interest in web-ba...
Chapter
In this chapter, we argue that residents in future smart cities will have a role that can be compared with that of non-player characters in videogames. They can play, but their play is supervised, there is no free play, there is no spontaneous play, and there will be a McDonaldization and Googlization of play all over the smart world. This view is...
Chapter
This chapter provides a brief introduction to playable cities. Future cities are smart. They have embedded sensors, actuators, and data processors. These devices are connected in the internet of things, in which city dwellers and their wearables are among the ‘things’ that are sensed, and such devices can collect and process data and actuate. Why n...
Article
The Seventh International Brain-Computer Interface (BCI) Meeting was held May 21-25th, 2018 at the Asilomar Conference Grounds, Pacific Grove, California, United States. The interactive nature of this conference was embodied by 25 workshops covering topics in BCI (also called brain-machine interface) research. Workshops covered foundational topics...
Book
This book explores the ways in which the broad range of technologies that make up the smart city infrastructure can be harnessed to incorporate more playfulness into the day-to-day activities that take place within smart cities, making them not only more efficient but also more enjoyable for the people who live and work within their confines. The b...
Chapter
Capturing brain activity and translating it into multisensorial artistic expressions has been done by artists since the late sixties and early seventies of the previous century. At that time there were only very limited ways to acquire, process, manipulate and transform brain activity. No computing power, no pattern recognition, no machine learning...
Book
This is the first book on brain-computer interfaces (BCI) that aims to explain how these BCI interfaces can be used for artistic goals. Devices that measure changes in brain activity in various regions of our brain are available and they make it possible to investigate how brain activity is related to experiencing and creating art. Brain activity c...
Conference Paper
Full-text available
This is a short paper accompanying a keynote talk on playable cities at the 2018 ArtsIT conference in Braga, Portugal. We discuss smart, playable, and affective cities from the viewpoints of on the one hand how a city can be perceived and experienced by its citizens and on the other hand how the city perceives (monitors) its citizens. Both viewpoin...
Conference Paper
Full-text available
In this paper we survey and comment on research that deals with humor as it can be generated and understood by physical social robots. Ultimately we want to investigate whether humanoid robots can play the role of a standup comedian. Such a robot uses humor in its interaction with the audience, rather than in face-to-face communication in a humorou...
Conference Paper
Full-text available
The concept of playable cities was introduced in the city of Bristol (UK) in 2012. While in smart cities the focus is on efficiency, whether it is on city governance, energy consumption, waste management, communication or transport, in playable cities the focus is on making cities more attractive for its inhabitants and visitors by introducing ente...
Chapter
In this chapter we survey recent research on multi-brain applications. That is, applications in which synchronized brain activity of multiple users is measured and integrated in order to use their joint brain activity to make real-time decisions about communication with and control of devices in smart environments [1]. Interestingly, we can go back...
Book
Welcome to the 3rd workshop on Multisensory Approaches to Human-Food Interaction (MHFI), Boulder, Colorado, USA, October 16th, 2018, held in conjunction with the 20th ACM International Conference on Multimodal Interaction (ICMI 2018). In this 3rd workshop on Multi-Sensorial Approaches to Human-Food Interaction, we again called for investigations an...
Conference Paper
In 1997 Rosalind Picard introduced fundamental concepts of affect recognition [1]. Since this time, multimodal interfaces such as Brain-computer interfaces (BCIs), RGB and depth cameras, physiological wearables, multimodal facial data and physiological data have been used to study human emotion. Much of the work in this field focuses on a single mo...
Conference Paper
Full-text available
This is the introduction paper to the third version of the workshop on 'Multisensory Approaches to Human-Food Interaction' organized at the 20th ACM International Conference on Multimodal Interaction in Boulder, Colorado, on October 16th, 2018. This workshop is a space where the fast growing research on Multisensory Human-Food Interaction is presen...
Conference Paper
Full-text available
Humor is important in our life, whether it is at home, at work, or in public spaces. Smart technology is increasingly becoming part of our daily life. Can smart technology, sensors and actuators, not only be used to introduce smartness in our environments, but also to introduce amusement? So far understanding of humor has escaped algorithmic approa...
Book
This book constitutes the refereed proceedings of the Third International Conference on Digital Economy, ICDEc 2018, held in Brest, France in May 2018. The conference was founded in 2016 to discuss innovative research and projects related to the support role of Information System Technologies in the digital transformation process, business innovati...
Conference Paper
Full-text available
Humanoid and social robots have to perform in socially acceptable ways. They interact with humans and support humans in their needs and their activities. Stand-up comedy is an extreme form of human-human and human audience interaction. It can be mild, but often it goes beyond what is socially accepted in verbal and nonverbal behavior and expressed...
Conference Paper
Full-text available
Humour in interaction design has received limited attention in design and HCI conferences. In this paper, we present the results of a workshop on humor design conducted at a human-computer interaction (HCI) conference with professional designers and researchers. The workshop goals were to understand perceptions, design principles and methods for cr...
Article
Full-text available
In recent years, there has been a growing interest in the context of Human-Food Interaction (HFI) to capitalize on multisensory interactions in order to create, modify, and enhance our food-related experiences. There are two ideas that may explain this interest. First, research has provided a strong case for the fact that eating and drinking are am...
Conference Paper
Digital technology can make cities smart. City managements can make use of information that can be extracted from databases in which data is collected about energy consumption, traffic behavior, waste management, human behavior in public environments and opinions of the general public, for example as they can be collected from social media. But can...
Conference Paper
Artists have been using BCIs for artistic expression since the 1960s. Their interest and creativity is now increasing because of the availability of affordable BCI devices and software that does not require them to invest extensive time in getting the BCI to work or tuning it to their application. Designers of artistic BCIs are often ahead of more...
Article
Full-text available
Brain-computer interfacing: Communication activity in the brain goes with changes in electrical activity (voltage differences) and oxygen flow. These changes can be measured and located: that makes it possible to translate them to appropriate commands to devices, robots or avatars, or to control a cursor on a laptop screen. In the medical domain, b...
Chapter
Digital game research has been rapidly growing with studies dedicated to game experience and adopting new technologies. Alongside, research in Brain-Computer Interfaces (BCI) is growing in game applications. Besides technical shortcomings, BCI research in gaming can also be lacking due to challenges such as poorly designed games that do not provide...
Chapter
Brain-Computer Interfaces (BCIs) are systems that translate a measure of a user‘s brain activity into messages or commands for an interactive application. A typical example of a BCI is a system that enables a user to move a ball on a computer screen towards the left or towards the right, by imagining left or right hand movement respectively. The ve...
Chapter
Thirty-eight chapters ago, we started this handbook with an introduction that began with brain-computer interface (BCI) technology trends and historical events that have broken ground for BCI research and development. We thought that the world is ready for a new handbook that comprehensively addresses the recent and rapid changes in the field of BC...
Cover Page
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Brain-Computer Interfaces Handbook: Technological and Theoretical Advances. CRC Press, Taylor & Francis Group, Oxford, UK
Article
Full-text available
Non contentes de rechercher la performance, nos villes veulent devenir intelligentes. Un fait rendu possible par le développement massif des technologies digitales, et plus précisément, par les données que ces dernières permettent de collecter. Mais ces espaces urbains connectés pourraient également aller plus loin : ne serait-il pas possible d’uti...
Conference Paper
Full-text available
We present an introduction paper to the second version of the workshop on ‘Multisensory Approaches to Human-Food Interaction’ to be held at the 19th ACM International Conference on Multimodal Interaction, which will take place on November 13th, 2017, in Glasgow, Scotland. Here, we describe the workshop’s objectives, the key contributions of the dif...
Conference Paper
Full-text available
This paper is a short survey on humor in human-computer interaction. It describes how humor is designed and interacted with in social media, virtual agents, social robots and smart environments. Benefits and future use of humor in interactions with artificial entities are discussed based on literature reviews.
Conference Paper
Full-text available
Humor is a social phenomenon pervasive in all human societies. Due to its importance in interpersonal relations, in this workshop we are focusing on the integration of humor in HCI exploring its benefits and downsides, as well as design and evaluation approaches for humorous machines. The workshop will provide a forum for discussions to all researc...
Conference Paper
Full-text available
We become nodes in the Internet of Things (IoT), not only because we are monitored and our actions can be predicted and understood, but also because sensors and actuators attached to our body or in our body make us a ‘living’ sensor and actuator, and an active node in the IoT. Also, digital technology amplifies our intelligence and our sensorial ca...
Conference Paper
Full-text available
This paper is a short survey on humor in human-computer interaction. It describes how humor is designed and interacted with in social media, virtual agents, social robots and smart environments. Benefits and future use of humor in interactions with artificial entities are discussed based on literature reviews.
Conference Paper
Full-text available
We compare the behavior of avatars in videogames with the expected behavior of humans in smart environments, particularly smart urban environment or smart and playable cities. As a result of this comparison we conclude that many aspects of controlling an avatar in a game environment will also been seen in controlling human behavior in smart urban e...
Book
The Second International Conference on Digital Economy, ICDEc 2017, took place in the lovely white and blue village of Sidi Bou Said, Tunisia, one of the most visited places around the Mediterranean Sea, and recognized as one of UNESCO’s world heritage sites under the name of “Carthage-Sidi Bou Said.” We met to celebrate and discuss digital economy...
Conference Paper
MobileAugmentedReality(AR) games are changing the way players interact with other players and in cities in the real world. The game’s content influences players’ decision to explore the outside world (whole body movement outside the house) instead of staying inside playing stationary games (not whole body movement required). While users interact wi...
Article
Full-text available
Brain-computer interfacing: the future of video games? Communication activity in the brain goes with changes in electrical activity (voltage differences) and oxygen flow. These changes can be measured and located: that makes it possible to translate them to appropriate commands to devices, robots or avatars, or to control a cursor on a laptop scree...
Article
Full-text available
For starters: Talking mailboxes, videogames for pedestrians waiting to cross the street and cartoon animals on the sidewalk Let’s face it: Urban living can be kind of grim. People become isolated from each other. They get trapped in routine. They grow so familiar—and bored—with their surroundings that they hardly notice them anymore. Now artists...
Conference Paper
In principle, brain-computer interfaces (BCIs) hold the promise for being the ultimate intelligent interfaces ? what could surpass an interface that is able to interpret your thoughts and preferences, in real time, and behave accordingly? In practice, it is still not quite clear if and how BCIs can contribute to or replace existing interaction para...
Article
Brain-computer interfaces (BCIs) are often evaluated in terms of performance and seldom for usability. However in some application domains, such as entertainment computing, user experience evaluation is vital. User experience evaluation in BCI systems, especially in entertainment applications such as games, can be biased due to the novelty of the i...
Conference Paper
In this paper we draw attention to the emerging field of smart material interfaces. These novel composites, that in some cases are already celebrated as the answer for the 21st century's technological needs, are generally referred to as materials that are capable of sensing the environment and actively responding to environmental changes by changin...
Article
Full-text available
The Sixth International Brain–Computer Interface (BCI) Meeting was held 30 May–3 June 2016 at the Asilomar Conference Grounds, Pacific Grove, California, USA. The conference included 28 workshops covering topics in BCI and brain–machine interface research. Topics included BCI for specific populations or applications, advancing BCI research through...
Conference Paper
Full-text available
Humor can be designed and canned, for example as it appears in videogames, sitcoms or amusement parks. We often have humor professionals that have responsibility for this inclusion of humor. Humor can be designed for a particular occasion, for example in an April prank. However, in real life we often see humor appear spontaneously, for example when...
Conference Paper
Full-text available
In this paper, we draw attention to the emerging field of smart material interfaces. These novel composites that in some cases are already celebrated as the answer for the 21 st century's technological needs, are generally referred to as materials that are capable of sensing the environment and actively responding to environmental changes by changi...
Book
This is an introductory paper for the workshop entitled ‘MultiSensorial Approaches to Human-Food Interaction’ held at ICMI 2016, which took place the 16th of November, 2016 in Tokyo, Japan. Here we discuss our objectives and the relevance of the workshop, and summarize the key contributions of the position papers. We were able to gather a group of...

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