Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Experiences of developing and deploying a context-aware tourist guide: the GUIDE project
MobiCom '00 Proceedings of the 6th annual international conference on Mobile computing and networking
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
An efficient synchronization mechanism for mirrored game architectures
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Citywide: Supporting Interactive Digital Experiences Across Physical Space
Personal and Ubiquitous Computing
Smart-Its Friends: A Technique for Users to Easily Establish Connections between Smart Artefacts
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
An Access Control Architecture for Microcellular Wireless IPv6 Networks
LCN '01 Proceedings of the 26th Annual IEEE Conference on Local Computer Networks
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
The need for real time consistency management in P2P mobile gaming environments
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
CANVIS: context-aware network visualization using smartphones
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Network middleware for large scale mobile and pervasive augmented reality games
CoNEXT '05 Proceedings of the 2005 ACM conference on Emerging network experiment and technology
Synchronisation dans les jeux multijoueurs sur téléphone mobile
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
Détection de partition pour la gestion de groupes en environnement mobile
UbiMob '05 Proceedings of the 2nd French-speaking conference on Mobility and ubiquity computing
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive games in a mote-enabled virtual world using tuple space middleware
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A mobile application framework for the geospatial web
Proceedings of the 16th international conference on World Wide Web
Learning transportation mode from raw gps data for geographic applications on the web
Proceedings of the 17th international conference on World Wide Web
Exploring social interactions and attributes of casual multiplayer mobile gaming
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
Journal of Location Based Services - 4th International Conference on LBS and TeleCartography Hong Kong
A mobile geo-wand enabling gesture based POI search an user generated directional POI photography
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Lessons from touring a location-based experience
Pervasive'11 Proceedings of the 9th international conference on Pervasive computing
Locating experience: touring a pervasive performance
Personal and Ubiquitous Computing
Beyond location based: the spatially aware mobile phone
W2GIS'06 Proceedings of the 6th international conference on Web and Wireless Geographical Information Systems
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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It is rapidly becoming clear that entertainment will be one of the killer applications of future wireless networks. More specifically mobile gaming is predicted to be worth $1.2 billion by the year 2006 to providers in the U.S. alone [20]. The driving force behind this is the introduction of powerful feature rich handsets and ubiquitous access to high performance wireless networks. However, mobile applications face issues that are subtly different from fixed network applications, including fluctuating connectivity, network QoS and host mobility issues. To investigate the requirements of future mobile applications we have deployed a wireless MAN consisting of GPRS and IEEE 802.11 hotspots based on Mobile IPv6 around the city of Lancaster and have built an augmented reality game designed to evaluate future mobile application requirements.In this paper we introduce Real Tournament, a prototype multi-player mobile game, which uses handheld computers augmented with an array of sensors to enable true mobile interaction in a real-world environment. We then evaluate current approaches to real-time interaction and follow by outlining our own architecture more suited to wireless environments and based on the peer-to-peer approach. The approach provides adaptation, shared state, and consistency mechanisms in order to provide support for scalable, low latency, soft real time mobile applications.