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Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming

Published: 30 August 2004 Publication History

Abstract

We are witnessing the development of large-scale location systems and a corresponding rise in the popularity of location-aware applications, especially games. Traditional computer games have pushed the limits of CPU and graphics card performance for many years and experience suggests that location-aware games will place similar demands upon location systems. Unlike traditional gaming platforms however, the mobile devices that interact with location systems are heavily constrained especially in the number of ways that feedback can be provided.In this paper we describe a location-aware, fast-paced, close quarters action game and use it to experiment with three key components of future location-aware gaming platforms: (i) the location system, (ii) the network to connect the mobile devices, and (iii) the feedback and computational capabilities of the mobile devices themselves.We investigate the tradeoffs that are possible between these components, the effect of the feedback channel and the suitability of Bluetooth as a network for mobile game devices.

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cover image ACM Conferences
NetGames '04: Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
August 2004
326 pages
ISBN:158113942X
DOI:10.1145/1016540
  • Program Chair:
  • Wu-chang Feng
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]

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Publication History

Published: 30 August 2004

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Author Tags

  1. bluetooth
  2. location systems
  3. mobile gaming

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SIGCOMM04
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SIGCOMM04: ACM SIGCOMM 2004 Conference
August 30, 2004
Oregon, Portland, USA

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  • (2012)To develop the ubiquitous adventure RPG (role play game) game-based learning system2012 IEEE International Conference on Systems, Man, and Cybernetics (SMC)10.1109/ICSMC.2012.6378247(2973-2978)Online publication date: Oct-2012
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