The Cricket location-support system
MobiCom '00 Proceedings of the 6th annual international conference on Mobile computing and networking
The anatomy of a context-aware application
Wireless Networks - Selected Papers from Mobicom'99
Calibration as parameter estimation in sensor networks
WSNA '02 Proceedings of the 1st ACM international workshop on Wireless sensor networks and applications
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A relative positioning system for co-located mobile devices
Proceedings of the 3rd international conference on Mobile systems, applications, and services
Sensing and visualizing spatial relations of mobile devices
Proceedings of the 18th annual ACM symposium on User interface software and technology
Broadband Ultrasonic Location Systems for Improved Indoor Positioning
IEEE Transactions on Mobile Computing
ACM SIGMOBILE Mobile Computing and Communications Review
The design and implementation of a self-calibrating distributed acoustic sensing platform
Proceedings of the 4th international conference on Embedded networked sensor systems
BeepBeep: a high accuracy acoustic ranging system using COTS mobile devices
Proceedings of the 5th international conference on Embedded networked sensor systems
Location Systems: An Introduction to the Technology Behind Location (Synthesis Lectures on Mobile and Pervasive Computing)
On the feasibility of real-time phone-to-phone 3D localization
Proceedings of the 9th ACM Conference on Embedded Networked Sensor Systems
Demo: Sword fight with smartphones
Proceedings of the 9th ACM Conference on Embedded Networked Sensor Systems
Audio location: accurate low-cost location sensing
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Using sound source localization in a home environment
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
IEEE Journal on Selected Areas in Communications
Demo: phone-to-phone mobile motion gaming on commodity phones
Proceedings of the 10th international conference on Mobile systems, applications, and services
RoomSense: an indoor positioning system for smartphones using active sound probing
Proceedings of the 4th Augmented Human International Conference
Spartacus: spatially-aware interaction for mobile devices through energy-efficient audio sensing
Proceeding of the 11th annual international conference on Mobile systems, applications, and services
Social-Loc: improving indoor localization with social sensing
Proceedings of the 11th ACM Conference on Embedded Networked Sensor Systems
From RSSI to CSI: Indoor localization via channel response
ACM Computing Surveys (CSUR)
A wireless application overlay for ubiquitous mobile multimedia sensing and interaction
Proceedings of the 5th ACM Multimedia Systems Conference
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Mobile gaming is a big driver of app marketplaces. However, few mobile games deliver truly distinctive gameplay experiences for ad hoc collocated users. As an example of such an experience, consider a sword fight dual between two users facing each other where each user's phone simulates a sword. With phone in hand, the users' thrusts and blocks translate to attacks and counterattacks in the game. Such Phone-to-Phone Mobile Motion Games (MMG) represent interesting and novel gameplay for ad hoc users in the same location. One enabler for an MMG game like sword fight is continuous, accurate distance ranging. Existing ranging schemes cannot meet the stringent requirements of MMG games: speed, accuracy and noise robustness. In this work, we design FAR, a new ranging scheme that can localize at 12Hz with 2cm median error while withstanding up to 0dB noise, multipath and Doppler effect issues. Our implementation runs on commodity smartphones and does not require any external infrastructure. Moreover, distance measurement accuracy is comparable to that of Kinect, a fixed-infrastructure motion capture system. Evaluation on users playing two prototype games indicate that FAR can fully support dynamic game motion in real-time.