RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Mercury: a scalable publish-subscribe system for internet games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A communication architecture for massive multiplayer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
A protocol for reliable decentralized conferencing
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
A service platform for on-line games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A mobile gaming platform for the IMS
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
RTP/I-toward a common application level protocol for distributedinteractive media
IEEE Transactions on Multimedia
Context-aware systems: A literature review and classification
Expert Systems with Applications: An International Journal
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With a strong push from commercial ventures like Microsoft Xbox^(R) and Sony Playstation^(R), the multiplayer networked gaming industry continues to grow steadily. Multiplayer games allow geographically dispersed players to participate in a single game and in order to provide interaction amongst players in such environments, text messaging and real-time voice through VoIP is used. However, such interactions are out-of-band (not based on game contexts), user-initiated and severely limited in operability and functionality. In this paper, we present mechanisms and design of a prototype that uses the lightweight Session Initiation Protocol (SIP) to provide context-aware gaming. In addition to allowing players to talk to each other to coordinate teammates and activities (through a static team-based audio conference) as in current systems, it supports real-time communication among players based on shared contexts like the same physical location or room within the gaming environment. This is provided through seamless management of audio sessions (conferences) based on player movements/behaviors which change the shared game context. We extend our earlier work by providing a dynamic form of shared context, using a modified SIP session negotiation mechanism. In addition, through the use of SIP as the game communication protocol, we propose to make VoIP a first class member of the game state. This allows a unified architecture for context-aware communication and gaming. We also present a sophisticated gaming scenario, in which VoIP is used to relay information about another player's distance and location with respect to the recipient, e.g. players farther away sound farther away. ion mechanism. In addition, through the use of SIP as the game communication protocol, we propose to make VoIP a first class member of the game state. This allows a unified architecture for context-aware communication and gaming. We also present a sophisticated gaming scenario, in which VoIP is used to relay information about another player's distance and location with respect to the recipient, e.g. players farther away sound farther away.