PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The anatomy of a context-aware application
MobiCom '99 Proceedings of the 5th annual ACM/IEEE international conference on Mobile computing and networking
The Cricket location-support system
MobiCom '00 Proceedings of the 6th annual international conference on Mobile computing and networking
Modelling user behaviour in networked games
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Movement Awareness for Ubiquitous Game Control
Personal and Ubiquitous Computing
Computer
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Handoff support for mobility with IP over Bluetooth
LCN '00 Proceedings of the 25th Annual IEEE Conference on Local Computer Networks
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
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Sensorium games: usability considerations for pervasive gaming
Proceedings of the 23rd annual international conference on Design of communication: documenting & designing for pervasive information
The effect of latency and network limitations on MMORPGs: a field study of everquest2
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
Developing the Historical Culture Course by Using the Ubiquitous Game-Based Learning Environment
ICWL '08 Proceedings of the 7th international conference on Advances in Web Based Learning
Vector-field consistency for ad-hoc gaming
Proceedings of the ACM/IFIP/USENIX 2007 International Conference on Middleware
MTDL '09 Proceedings of the first ACM international workshop on Multimedia technologies for distance learning
Vector-field consistency for ad-hoc gaming
MIDDLEWARE2007 Proceedings of the 8th ACM/IFIP/USENIX international conference on Middleware
A vertical view of social structure on location-utilized mobile games
ICACT'10 Proceedings of the 12th international conference on Advanced communication technology
A study of bluetooth propagation using accurate indoor location mapping
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
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We are witnessing the development of large-scale location systems and a corresponding rise in the popularity of location-aware applications, especially games. Traditional computer games have pushed the limits of CPU and graphics card performance for many years and experience suggests that location-aware games will place similar demands upon location systems. Unlike traditional gaming platforms however, the mobile devices that interact with location systems are heavily constrained especially in the number of ways that feedback can be provided.In this paper we describe a location-aware, fast-paced, close quarters action game and use it to experiment with three key components of future location-aware gaming platforms: (i) the location system, (ii) the network to connect the mobile devices, and (iii) the feedback and computational capabilities of the mobile devices themselves.We investigate the tradeoffs that are possible between these components, the effect of the feedback channel and the suitability of Bluetooth as a network for mobile game devices.