Abstract: In this paper we present a platform for developing mobile, locative and collaborative distributed games comprised of small programmable object technologies (e.g., wireless sensor networks) and traditional networked processors.
The platform is implemented using a combination of JAVA
Standard and Mobile editions, targeting also mobile phones
that have some kind of sensors installed. We briefly present
the architecture of our platform and demonstrate its capabilities by reporting two pervasive multiplayer games. The key
characteristic of these games is that players interact with each
other and their surrounding environment by moving, running
and gesturing as a means to perform game related actions, using small programmable object technologies.
Abstract: We examine multi-player pervasive games that rely on the
use of ad-hoc mobile sensor networks. The unique feature in
such games is that players interact with each other and their
surrounding environment by using movement and presence
as a means of performing game-related actions, utilizing sen-
sor devices. We brie
y discuss the fundamental issues and
challenges related to these type of games and the scenar-
ios associated with them. We have also developed a frame-
work, called Fun in Numbers (FinN) that handles a number
of these issues, such as such as neighbors discovery, local-
ization, synchronization and delay-tolerant communication.
FinN is developed using Java and is based on a multilayer ar-
chitecture, which provides developers with a set of templates
and services for building and operating new games.
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: Intuitively, Braess's paradox states that destroying a part
of a network may improve the common latency of selsh
ows at Nash
equilibrium. Such a paradox is a pervasive phenomenon in real-world
networks. Any administrator, who wants to improve equilibrium delays
in selsh networks, is facing some basic questions: (i) Is the network
paradox-ridden? (ii) How can we delete some edges to optimize equilibrium
ow delays? (iii) How can we modify edge latencies to optimize
equilibrium
ow delays?
Unfortunately, such questions lead to NP-hard problems in general. In
this work, we impose some natural restrictions on our networks, e.g.
we assume strictly increasing linear latencies. Our target is to formulate
ecient algorithms for the three questions above.We manage to provide:
{ A polynomial-time algorithm that decides if a network is paradoxridden,
when latencies are linear and strictly increasing.
{ A reduction of the problem of deciding if a network with arbitrary
linear latencies is paradox-ridden to the problem of generating all
optimal basic feasible solutions of a Linear Program that describes
the optimal trac allocations to the edges with constant latency.
{ An algorithm for nding a subnetwork that is almost optimal wrt
equilibrium latency. Our algorithm is subexponential when the number
of paths is polynomial and each path is of polylogarithmic length.
{ A polynomial-time algorithm for the problem of nding the best
subnetwork, which outperforms any known approximation algorithm
for the case of strictly increasing linear latencies.
{ A polynomial-time method that turns the optimal
ow into a Nash
ow by deleting the edges not used by the optimal
ow, and performing
minimal modications to the latencies of the remaining ones.
Our results provide a deeper understanding of the computational complexity
of recognizing the Braess's paradox most severe manifestations,
and our techniques show novel ways of using the probabilistic method
and of exploiting convex separable quadratic programs.
Abstract: Intuitively, Braess’s paradox states that destroying a part of a network may improve the common latency of selfish flows at Nash equilibrium. Such a paradox is a pervasive phenomenon in real-world networks. Any administrator who wants to improve equilibrium delays in selfish networks, is facing some basic questions:
– Is the network paradox-ridden?
– How can we delete some edges to optimize equilibrium flow delays?
– How can we modify edge latencies to optimize equilibrium flow delays?
Unfortunately, such questions lead to View the MathML sourceNP-hard problems in general. In this work, we impose some natural restrictions on our networks, e.g. we assume strictly increasing linear latencies. Our target is to formulate efficient algorithms for the three questions above. We manage to provide:
– A polynomial-time algorithm that decides if a network is paradox-ridden, when latencies are linear and strictly increasing.
– A reduction of the problem of deciding if a network with (arbitrary) linear latencies is paradox-ridden to the problem of generating all optimal basic feasible solutions of a Linear Program that describes the optimal traffic allocations to the edges with constant latency.
– An algorithm for finding a subnetwork that is almost optimal wrt equilibrium latency. Our algorithm is subexponential when the number of paths is polynomial and each path is of polylogarithmic length.
– A polynomial-time algorithm for the problem of finding the best subnetwork which outperforms any known approximation for the case of strictly increasing linear latencies.
– A polynomial-time method that turns the optimal flow into a Nash flow by deleting the edges not used by the optimal flow, and performing minimal modifications on the latencies of the remaining ones.
Our results provide a deeper understanding of the computational complexity of recognizing the most severe manifestations of Braess’s paradox, and our techniques show novel ways of using the probabilistic method and of exploiting convex separable quadratic programs.
Abstract: We discuss two different ways of having fun with two different kinds of games: On the one hand, we present a framework for developing multiplayer pervasive games that rely on the use of mobile sensor networks. On the other hand, we show how to exploit game theoretic concepts in order to study the graph-theoretic problem of vertex coloring.
Abstract: The Internet of Things is shaping up to be the ideal vehicle for introducing pervasive computing in our everyday lives, especially in the form of smart home and building management systems. However, although such technologies are gradually becoming more mainstream, there is still a lot of ground to be covered with respect to public buildings and specifically ones in the educational sector. We discuss here \Green Mindset", an action focusing on energy efficiency and
sustainability in Greek public schools. A large-scale sensor infrastructure has been deployed to 12 public school buildings across diverse settings. We report on the overall design and implementation of the system, as well as on some first results coming from the data produced. Our system provides a flexible and efficient basis for realizing a unified approach to monitoring energy consumption and environmental parameters,
that can be used both for building administration
and educational purposes.
Abstract: In this work we discuss Kafebook, a system combining popular social networking platforms
with activity input from the physical domain inside public spaces. The system is envisioned as
a means for users to augment and communicate their activities to other people in their physical
proximity through a public display, while catering for anonymity issues. We developed a
client for Android smartphones that is used as the user interface and the enabling platform,
with which users connect to the system infrastructure and interact with it. Apart from
providing access to input from social networking sites, the Android client allows for chat
between the users and music selection polls. Wireless networking is based on Bluetooth, a
widespread technology in smartphones, which enables a more pervasive mode of operation,
while utilizing it also as a proximity sensor. We deployed our system in a two-day public
event as part of an undergraduate theses showcase, receiving positive feedback from visitors.
Abstract: The possibilities offered by utilizing sensors and pervasive computing technologies for creating large-scale multiplayer games are discussed in this chapter. Such game installations constitute a new social form of play taking place in public spaces. A main characteristic is the need to scale to a large number of users and engage players located simultaneously in dispersed areas, thus connected both on a local and Internet level. Fun in Numbers is a platform for developing and playing mobile, locative and collaborative distributed games and interactive installations, based on the participation of large numbers of people and their movement in the physical space. Players interact with each other using a wide range of hardware devices that are either generic (smartphones) or specific (sensor devices A set of related fundamental issues drawn upon the experience from several public events, where the FinN platform supported as many as 50 local users at the same time, is hereby presented.
Abstract: We present here, Fun in Numbers, a framework for developing multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We present the fundamental issues and challenges related to these type of games and the scenarios associated with them is provided. Our framework is developed using Java and is based on a multilayer architecture, which provides developers with a set of templates and services for building and operating new games. Our framework handles a number of challenging fundamental and practical issues, such as synchronization, network congestion, delay-tolerant communication and neighbors discovery. We also present our platform and identify issues that arise in pervasive games which utilize sensor network nodes. The implemented games show how to use non-conventional user interface methods to breathe new life into familiar concepts, like the multiplayer games played out in open space.
Abstract: Pervasive games represent a radically new game form that extends
gaming experiences out into the physical world, weaving ICTs
into the fabric of players’ real environment. This emerging type of
games is rather challenging for developers who are engaged in
exploring new technologies and methods to achieve high quality
interactive experience for players. This paper follows a systematic
approach to explore the landscape of pervasive gaming. First, we
present ten representative pervasive game projects, classified in
five genres based on their playing environment and features.
Then, we present a comparative view of those projects with
respect to several design aspects. Last, we shed light on current
trends, design principles and future directions for pervasive games
development.
Abstract: A collection of pervasive street games is presented in this paper, that constitute a new social form of play taking place in public spaces, such as city parks, public spaces and streets. The main characteristic of these games is the ability to scale to a large number of players (in some cases involving more than 40 players) and can engage players located simultaneously in dispersed areas. Players interact with each other using a wide range of hardware devices that are either generic (such as smart phones) or specific (such as wireless sensor devices). We discuss a set of fundamental issues related to game design emphasizing on the one hand the interaction of the players with the ubiquitous computing environment and on the other hand the embedding of the game rules within the environment. The games are developed using open source technologies and evaluated in a series of events such as the Athens Plaython 2012 festival. The feedback received from the players indicates that this new form of gaming is indeed very promising.
Abstract: In emerging pervasive scenarios, data is collected by sensing devices in streams that occur at several distributed points of observation. The size of the data typically far exceeds the storage and computational capabilities of the tiny devices that have to collect and process them. A general and challenging task is to allow (some of) the nodes of a pervasive network to collectively perform monitoring of a neighbourhood of interest by issuing continuous aggregate queries on the streams observed in its vicinity. This class of algorithms is fully decentralized and diffusive in nature: collecting all the data at a few central nodes of the network is unfeasible in networks of low capability devices or in the presence of massive data sets. Two main problems arise in this scenario: (i) the intrinsic complexity of maintaining statistics over a data stream whose size greatly exceeds the capabilities of the device that performs the computation; (ii) composing the partial outcomes computed at different points of observation into an accurate, global statistic over a neighbourhood of interest, which entails coping with several problems, last but not least the receipt of duplicate information along multiple paths of diffusion.
Streaming techniques have emerged as powerful tools to achieve the general goals described above, in the first place because they assume a computational model in which computational and storage resources are assumed to be far exceeded by the amount of data on which computation occurs. In this contribution, we review the main streaming techniques and provide a classification of the computational problems and the applications they effectively address, with an emphasis on decentralized scenarios, which are of particular interest in pervasive networks
Abstract: In this work, we discuss multiplayer pervasive
games that rely on the use of ad hoc mobile sensor networks.
The unique feature in such games is that players interact
with each other and their surrounding environment by using
movement and presence as a means of performing game-related
actions, utilizing sensor devices. We discuss the fundamental
issues and challenges related to these type of games and the
scenarios associated with them. We also present and evaluate
an example of such a game, called the “Hot Potato”, developed
using the Sun SPOT hardware platform. We provide a set of
experimental results, so as to both evaluate our implementation
and also to identify issues that arise in pervasive games which
utilize sensor network nodes, which show that there is great
potential in this type of games.
Abstract: In this work, we discuss various aspects of the application of pervasive technologies inside an urban setting. In the last decade we have seen the emergence of a multitude of closely-related pervasive technologies that have only recently started to materialize on a grand scale, such as wireless sensor networks, RFID and NFC. We discuss the arising research challenges associated with such converging fields and we also provide a survey of the state-of-the-art related application scenaria, which we believe set their near-future applied context. Finally, we provide a more analytic discussion on three discrete systems that belong to this category of applications and give insight to the current state-of-the-art work in this field.