skip to main content
10.1145/963900.963909acmconferencesArticle/Chapter ViewAbstractPublication PagesnetgamesConference Proceedingsconference-collections
Article

Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game

Published:22 May 2003Publication History

ABSTRACT

It is rapidly becoming clear that entertainment will be one of the killer applications of future wireless networks. More specifically mobile gaming is predicted to be worth $1.2 billion by the year 2006 to providers in the U.S. alone [20]. The driving force behind this is the introduction of powerful feature rich handsets and ubiquitous access to high performance wireless networks. However, mobile applications face issues that are subtly different from fixed network applications, including fluctuating connectivity, network QoS and host mobility issues. To investigate the requirements of future mobile applications we have deployed a wireless MAN consisting of GPRS and IEEE 802.11 hotspots based on Mobile IPv6 around the city of Lancaster and have built an augmented reality game designed to evaluate future mobile application requirements.In this paper we introduce Real Tournament, a prototype multi-player mobile game, which uses handheld computers augmented with an array of sensors to enable true mobile interaction in a real-world environment. We then evaluate current approaches to real-time interaction and follow by outlining our own architecture more suited to wireless environments and based on the peer-to-peer approach. The approach provides adaptation, shared state, and consistency mechanisms in order to provide support for scalable, low latency, soft real time mobile applications.

References

  1. Björk, S., Falk, J., Hansson, R., & Ljungstrand, P., "Pirates! - Using the Physical World as a Game Board", Proc. Interact 2001, IFIP TC.13 Conference on Human-Computer Interaction, July 9--13, Tokyo, Japan.Google ScholarGoogle Scholar
  2. Can You See Me Now? Research Project, available via the Internet at http://www.canyouseemenow.co.uk/, 2001.Google ScholarGoogle Scholar
  3. Cheverst K., Davies N., Mitchell K. & Friday A., "Experiences of Developing and Deploying a Context-Aware Tourist Guide: The GUIDE Project", Proc. MOBICOM'2000, Boston, ACM Press, August 2000, pp. 20--31. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Cheverst K., Davies N., Mitchell K., Friday A. and Efstratiou C., "Developing Context-Aware Electronic Tourist Guide: Some Issues and Experiences", Proc. CHI'2000, Netherlands, ACM Press, April 2000, pp. 17--24. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. The Compaq iPAQ Handheld Devices Product Home Page. http://www.compaq.com/products/handheldsGoogle ScholarGoogle Scholar
  6. Cronin, E., Filstrup, B., Kurc, A. R. and Jamin, S., "An Efficient Synchronization Mechanism for Mirrored Game Architectures", Proc. NetGames2002, April 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Dourish, P. and Bellotti, V., "Awareness and Coordination in Shared Workspaces", In Proceedings of ACM Conference on Computer-Supported Cooperative Work (CSCW '92), Toronto, pages 107--114. 1992. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. The GapiDraw Project Home Page. http://www.gapidraw.com/Google ScholarGoogle Scholar
  9. Holmquist, L., E., Mattern, F., Schiele, B., Alahuhta, P., Beigl, M. and Gellersen, H., W., "Smart-Its Friends: A Technique for Users to Easily Establish Connections between Smart Artefacts", in Proc. of UBICOMP 2001, Atlanta, GA, USA, Sept. 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Izadi, S., Fraser, M, Benford, S., Flintham, M., Greenhalgh, C., Rodden, T., "Citywide: supporting interactive digital experiences across physical space", in Personal and Ubiquitous Computing Journal, Volume 6, 2002. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. LAN MAN Standards Committee of the IEEE Computer Society, "Wireless LAN medium access control (MAC) and physical layer (PHY) spec.", IEEE Standard 802.11, 1999.Google ScholarGoogle Scholar
  12. The LandMARC Project, Research Project, Lancaster University, available via the Internet at http://www.LandMARC.net, October 1999.Google ScholarGoogle Scholar
  13. Mobile IPv6 Testbed, Collaboration with Cisco, Microsoft and Orange, Lancaster University, available via the Internet at http://www.mobileipv6.net/, February 2001Google ScholarGoogle Scholar
  14. Nokia, "General Packet Radio Service - GPRS - Nokia's vision for a service platform supporting packet switched applications", White Paper, 1998.Google ScholarGoogle Scholar
  15. Schmid, S., Finney, J., Wu, M., Friday, A., Scott, A., Shepherd, D., "An Access Control Architecture for Microcellular Wireless IPv6 Networks", in Proc. of 26th IEEE Conference on Local Computer Networks (LCN'2001), 14--16 November 2001, Tampa, Florida. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Stemm, M., Katz, R. H., "Vertical Handoffs in Wireless Overlay Networks", ACM Mobile Networking, 1997.Google ScholarGoogle Scholar
  17. Thomas, B. and Piekarski, W., "ARQuake: The Outdoor Augmented Reality Gaming System", Communications of the ACM, 2002 Vol 45. No 1, pp 36--38 Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Weiser, M., "The Computer for the 21st Century", Scientific American, 265(3):94--104, September 1991Google ScholarGoogle ScholarCross RefCross Ref
  19. Wu, M., Mitchell, K., McCaffery, D., Finney, J. and Friday, A, "Mobile context-aware game for the next generation", In 2nd International Conference on Application and Development of Computer Games (ADCOG 2003), pages 74--81, City University of Hong Kong, HKSAR, Hong Kong, China, January 2003Google ScholarGoogle Scholar
  20. Sega, AT&T Wireless Push Mobile Gaming. Wireless News Factor Press release, available via the Internet at http://www.wirelessnewsfactor.com/perl/story/19673.htmlGoogle ScholarGoogle Scholar
  1. Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Conferences
            NetGames '03: Proceedings of the 2nd workshop on Network and system support for games
            May 2003
            168 pages
            ISBN:1581137346
            DOI:10.1145/963900

            Copyright © 2003 ACM

            Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 22 May 2003

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • Article

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader