Lag as a determinant of human performance in interactive systems
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Latency and User Behaviour on a Multiplayer Game Server
NGC '01 Proceedings of the Third International COST264 Workshop on Networked Group Communication
IEEE Wireless Communications
A prefetching protocol for continuous media streaming in wireless environments
IEEE Journal on Selected Areas in Communications
MPEG-4 and H.263 video traces for network performance evaluation
IEEE Network: The Magazine of Global Internetworking
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF
NetGames '05 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games
FILA in gameland, a holistic approach to a problem of many dimensions
Computers in Entertainment (CIE) - 3rd anniversary issue
Cellular Controlled Short-Range Communication for Cooperative P2P Networking
Wireless Personal Communications: An International Journal
Future Cooperative Communication Systems Driven by Social Mobile Networks
Wireless Personal Communications: An International Journal
Location Prediction Based on a Sector Snapshot for Location-Based Services
Journal of Network and Systems Management
Hi-index | 0.00 |
Games played by multiple users, each using a wireless terminal (e.g., PDA), have tremendous revenue potential for next generation wireless systems. However, the next generation of wireless systems (such as UMTS and other 3G systems) alone will not be able to provide the tight delay bounds required by these multi-player games. We develop a system architecture that enables high-quality games among multiple wireless users and at the same time enables network service providers and game service providers to charge for the gaming service. Our architecture relies on wireless vertical communication conducted over UMTS to register (authenticate) the users at the commencement of a game and to report scores at the end of the game. During the game the players exchange information over wireless horizontal communication conducted over wireless LANs. Our architecture is particularly well suited for games that have off-line software distribution, but require a registration (authentication) each time the game is played. In this paper we describe our system architecture, which involves a UMTS-based Wireless Overlay Communication System (WOCS), and give the protocol for game initiation and score submissions. We also outline business cases for our system architecture and discuss the network provider's perspective.