Abstract
There have been numerous attempts to understand humour’s nature and meanings and a few attempts to formalize the sum of this knowledge but the practical aspects of humour recognition and creation have not been given the same level of attention. In a 14 year study of stand-up comedy, social humour, and other humourous forms I have attempted to isolate specific devices that can be utilized in the creation of humour in video games, avatars, robots, and other forms of artificial intelligence. The human experience of humour also involves the frequent repetition of previously experienced humour termed in this paper as "repeatables". A comprehensive use of devices and "repeatables" combined with an understanding of the role of humour in the evolution of human cognition, language, and social systems has the potential to yield an improved ability to entertain, educate, and communicate in digital formats.
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© 2014 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering
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Molineux, C. (2014). Understanding the Foundations and Devices in Humour to Determine Practical Design Methods for Systems That Create and/or Detect Humour in Video Games, Robots and other Forms of Artificial Intelligence. In: Reidsma, D., Choi, I., Bargar, R. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2014. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 136. Springer, Cham. https://doi.org/10.1007/978-3-319-08189-2_12
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DOI: https://doi.org/10.1007/978-3-319-08189-2_12
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