On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
A generic proxy system for networked computer games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
On the suitability of dead reckoning schemes for games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Will Wireless Gaming Be a Winner?
Computer
Handoff support for mobility with IP over Bluetooth
LCN '00 Proceedings of the 25th Annual IEEE Conference on Local Computer Networks
Arguments for Cross-Layer Optimizations in Bluetooth Scatternets
SAINT '01 Proceedings of the 2001 Symposium on Applications and the Internet (SAINT 2001)
Design and Evaluation of MiMaze, a Multi-Player Game on the Internet
ICMCS '98 Proceedings of the IEEE International Conference on Multimedia Computing and Systems
Lightweight QoS-support for networked mobile gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
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
Improving end-to-end quality-of-service in online multi-player wireless gaming networks
Computer Communications
BlueMonarch: a system for evaluating bluetooth applications in the wild
Proceedings of the 7th international conference on Mobile systems, applications, and services
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Multiplayer games for mobile wireless devices are becoming increasingly popular. Many modern devices such as PDAs or mobile telephones are equipped with Bluetooth interfaces. Bluetooth facilitates the formation of ad-hoc networks thus enabling users to set up multiplayer games spontaneously. On the other hand, Bluetooth has strong restrictions in terms of transmission range and the number of users per piconet. We deploy additional infrastructure in order to overcome these shortcomings. This infrastructure uses a second wireless technology that sets up and maintains a consistent view of a distributed game by exchanging information about the status and location of players. We set up an experimental testbed consisting of single-board communication devices developed in our lab and Bluetooth-equipped PDAs.Our experiments show that the proposed infrastructure is able to extend the range of games beyond the coverage of a Bluetooth piconet. Furthermore, we are able to track players. Smooth handovers between piconets are also possible. However, due to the current limitations of Bluetooth, handovers are not fast enough to enable highly interactive gaming across different piconets. We present a game that uses this and discuss future application scenarios.