GPSR: greedy perimeter stateless routing for wireless networks
MobiCom '00 Proceedings of the 6th annual international conference on Mobile computing and networking
Ad Hoc Wireless Networks: Architectures and Protocols
Ad Hoc Wireless Networks: Architectures and Protocols
Trustworthy and personalized computing on public kiosks
Proceedings of the 6th international conference on Mobile systems, applications, and services
A tiered geocast protocol for long range mobile ad hoc networking
MILCOM'06 Proceedings of the 2006 IEEE conference on Military communications
An Improved Geocast for Mobile Ad Hoc Networks
IEEE Transactions on Mobile Computing
BLR: beacon-less routing algorithm for mobile ad hoc networks
Computer Communications
Software engineering challenges of multi-player outdoor smartphone games
Proceedings of the 1st International Workshop on Games and Software Engineering
A point-and-shoot weapon design for outdoor multi-player smartphone games
Proceedings of the 6th International Conference on Foundations of Digital Games
ASE '11 Proceedings of the 2011 26th IEEE/ACM International Conference on Automated Software Engineering
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The GeoGames Architecture (GGA) supports the implementation of electronic games that are to be played outdoors and that inherently incorporate vigorous physical activity. The basis of the GGA is to use geocast messaging within an ad hoc network of handheld devices, with game control implemented in a distributed fashion, without a central server and without requiring connection to the Internet cloud. This approach leads to several cheating attacks inherent to ad hoc networking, distributed control, and the open and uncontrolled nature of the play areas. This paper analyzes the threats, describes specific attacks, and gives several techniques that increase a GeoGame's resistance to these attacks. The threats, attacks, and resistance techniques are illustrated in the context of a case study focusing on two significantly different GeoGames, iTESS and iTron.