An empirical evaluation of TCP performance in online games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Everyware: The Dawning Age of Ubiquitous Computing
Everyware: The Dawning Age of Ubiquitous Computing
Seamful design for location-based mobile games
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Survey of Wireless Indoor Positioning Techniques and Systems
IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews
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Even though we now witness a popular use of location-based mobile games, the player experience in these applications is always limited by the errors of common location technologies, especially in indoor scenarios. This paper describes the way we minimize this problem in our game development platform, by levering the potential behind smartphone sensors to estimate players' trajectories. Our approach is based on a Pedestrian Dead Reckoning (PDR) algorithm that combines methods to determine orientation, detect steps and estimate their length. Other typical multiplayer mobile games problems, like network latency, are also briefly addressed.