Abstract: Evaluating target tracking protocols for wireless sensor networks that can localize multiple mobile devices, can be a very challenging task. Such protocols usually aim at minimizing communication overhead, data processing for the participating nodes, as well as delivering adequate tracking information of the mobile targets in a timely manner. Simulations on such protocols are performed using theoretical models that are based on unrealistic assumptions like the unit disk graph communication model, ideal network localization and perfect distance estimations. With these assumptions taken for granted, theoretical models claim various performance milestones that cannot be achieved in realistic conditions. In this paper we design a new localization protocol, where mobile assets can be tracked passively via software agents. We address the issues that hinder its performance due to the real environment conditions and provide a deployable protocol. The implementation, integration and experimentation of this new protocol and it's optimizations, were performed using the WISEBED framework. We apply our protocol in multiple indoors wireless sensor testbeds with multiple experimental scenarios to showcase scalability and trade-offs between network properties and configurable protocol parameters. By analysis of the real world experimental output, we present results that depict a more realistic view of the target tracking problem, regarding power consumption and the quality of tracking information. Finally we also conduct some very focused simulations to assess the scalability of our protocol in very large networks and multiple mobile assets.
Abstract: Pervasive games are a new type of digital games that combines game and physical reality within the gameplay. This novel game type raises unprecedented research and design challenges for developers and urges the exploration of new technologies and methods to create high quality game experiences and design novel and compelling forms of content for the players. This chapter follows a systematic approach to explore the landscape of pervasive gaming. First, the authors approach pervasive games from a theoretical point of view, defining the four axes of pervasive games design, introducing the concept of game world persistency, and describing aspects of spatially/temporally/socially expanded games. Then, they present ten pervasive game projects, classified in five genres based on their playing environment and features. Following that, the authors present a comparative view of those projects with respect to several design aspects: communication and localization, context and personal awareness aspects, information model, player equipment, and game space visualization. Last, the authors highlight current trends, design principles, and future directions for pervasive games development.
Abstract: We here present Fun in Numbers (FinN), a framework for developing pervasive applications and interactive installations for entertainment and educational purposes. Using ad hoc mobile wireless sensor network nodes as the enabling devices, FinN allows for the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as topology discovery, localization and synchronization, that hide the underlying complexity. We present the target application domains of FinN, along with a set of multiplayer games and interactive installations. We describe the overall architecture of our platform
and discuss some key implementation issues of the application domains. Finally, we present the experience gained by deploying the applications developed with our platform.
Abstract: ManyWSN algorithms and applications are based on knowledge
regarding the position of nodes inside the network area.
However, the solution of using GPS based modules in order
to perform localization in WSNs is a rather expensive solution
and in the case of indoor applications, such as smart
buildings, is also not applicable. Therefore, several techniques
have been studied in order to perform relative localization
in WSNs; that is, to compute the position of
a node inside the network area relatively to the position
of other nodes. Many such techniques are based on indicators
like the Radio Signal Strength Indicator (RSSI)
and the Link Quality Indicator (LQI). These techniques are
based on the assumption that there is strong correlation between
the Euclidian distance of the communicating motes
and these indicators. Therefore, high values of RSSI and
LQI should indicate physical proximity of two communicating
nodes. However, these indicators do not depend solely on
distance. Physical obstacles, ambient electromagnetic noise
and interferences from other wireless transmissions also affect
the quality of wireless communication in a stochastic
way. In this paper we propose, implement, experimentally
fine tune and evaluate a localization algorithm that exploits
the stochastic nature of interferences during wireless communications
in order to perform localization in WSNs. Our
algorithm is particularly designed for in-door localisation of
moving people in smart buildings. The localisation achieved
is fine-grained, i.e. the position of the target mote is successfully
computed with approximately one meter accuracy.
This fine-grained localisation can be used by smart Building
Management Systems in many applications such as room
adaptation to presence. In our scenario, our proposed algorithm is used by a smart room in order to localise the
position of people inside the room and adapt room illumination
Abstract: We present a unique location-based application of sensor networks. The ``Magnetize Words'' installation produces word clouds following visitors around, interacting with each other as the visitors meet in physical space. The installation can be based on either of two localization-providing platforms. The first achieves high localization accuracy while requiring visitors to carry identifying tags. The other provides low accuracy, but is fully nonintrusive.
Abstract: In this work, we showcase a set of implemented multiplayer games and interactive installations based on Fun in Numbers (FINN). FinN allows the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as proximity, localization and synchronization, that hide the underlying complexity.