Personal and Ubiquitous Computing
PicoDBMS: Scaling down database techniques for the smartcard
The VLDB Journal — The International Journal on Very Large Data Bases
Personal and Ubiquitous Computing
A systematic classification of cheating in online games
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
User model in multiplayer mixed reality entertainment applications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Cheat-proof playout for centralized and peer-to-peer gaming
IEEE/ACM Transactions on Networking (TON)
The MooDS protocol: a J2ME object-oriented communication protocol
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
An information flow verifier for small embedded systems
WISTP'07 Proceedings of the 1st IFIP TC6 /WG8.8 /WG11.2 international conference on Information security theory and practices: smart cards, mobile and ubiquitous computing systems
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One of the goals of mixed reality and ubiquitous computing technologies is to provide an adaptable and personal content at any moment, anywhere, and in any context. In Multiplayer Ubiquitous Games (MUGs), players have to interact in the real world at both physical and virtual levels. Player profiles in MUGs offer an opportunity to provide personalized services to gamers. This paper presents a way to manage MUG player profiles on an NFC Smart Card, and proposes a Java API to integrate Smart Cards in the development of MUGs. This user centric approach brings new forms of gameplay, allowing the player to interact with the game or with other players any time and anywhere. Smart Cards should also help improve the security, ubiquity, and the user mobility in traditional MUGs.