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 pervasivegames 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: Pervasivegames 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 pervasivegames from a theoretical point of view, defining the four axes of pervasivegames 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 pervasivegames 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: 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 pervasivegames 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 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 pervasivegames 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 pervasivegames 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: Pervasivegames 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 pervasivegames
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 this work, we discuss multiplayer pervasivegames 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 pervasivegames which
utilize sensor network nodes, which show that there is great
potential in this type of games.