Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

Wietrzyk, Bartosz and Radenkovic, Milena (2007) Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments. In: 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services, 24-26 January, 2007, Oberguyrgl, Austria.

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Abstract

Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player's movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluation

Item Type: Conference or Workshop Item (Paper)
RIS ID: https://nottingham-repository.worktribe.com/output/703931
Additional Information: © 2007 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Published in: 2007 Fourth Annual Conference on Wireless on Demand Network Systems and Services : 24-26 January, 2007,Obergurgl, Tyrol, Austria, p. 146-153. ISBN 1424408601, doi:10.1109/WONS.2007.340493
Keywords: Ad hoc networks, Computer games, Multimedia computing, Peer-to-peer computing, Protocols, Self-adjusting systems, Telecommunication network reliability, Ubiquitous computing, Wireless sensor networks
Schools/Departments: University of Nottingham, UK > Faculty of Science > School of Computer Science
Identification Number: https://doi.org/10.1109/WONS.2007.340493
Depositing User: Radenkovic, Milena
Date Deposited: 14 Jun 2016 10:01
Last Modified: 04 May 2020 16:26
URI: https://eprints.nottingham.ac.uk/id/eprint/33938

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