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The need for real time consistency management in P2P mobile gaming environments

Published: 02 September 2004 Publication History

Abstract

The introduction of more powerful, feature rich, portable handsets is enabling more engaging mobile multimedia entertainment. Improvements in wireless technology infrastructure are enabling access to ubiquitous, always-on data networks. We believe that based on the popularity of multiplayer games over IP networks, there will be significant demand for mobile multiplayer games. Based upon our early trials, we also believe that the current trend for using centralised client/server models will not offer the most suitable architecture to enable them. To support our research we have built a novel augmented reality real time game as a requirements gatherer for gaming in a wireless environment. In this paper we indicate why a centralised approach will not be suitable for real-time interactions. As an alternative we propose a decentralised approach which includes support for consistency and interest management over heterogeneous networked wireless environments.

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cover image ACM Other conferences
ACE '04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
September 2004
368 pages
ISBN:1581138822
DOI:10.1145/1067343
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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Association for Computing Machinery

New York, NY, United States

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Published: 02 September 2004

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  • (2017)Mobile Augmented Reality Survey: From Where We Are to Where We GoIEEE Access10.1109/ACCESS.2017.26981645(6917-6950)Online publication date: 2017
  • (2013)From 101 to nnnMultimedia Systems10.1007/s00530-012-0274-019:3(183-197)Online publication date: 1-Jun-2013
  • (2012)A survey of visual, mixed, and augmented reality gamingComputers in Entertainment10.1145/2381876.238187910:1(1-33)Online publication date: 6-Dec-2012
  • (2010)Consistency management for interactive peer-to-peer-based systemsProceedings of the 3rd International ICST Conference on Simulation Tools and Techniques10.4108/ICST.SIMUTOOLS2010.8690(1-8)Online publication date: 15-Mar-2010
  • (2009)A Useful Visualization Technique: A Literature Review for Augmented Reality and its Application, limitation & future directionVisual Information Communication10.1007/978-1-4419-0312-9_21(311-337)Online publication date: 30-Sep-2009
  • (2008)A survey of mobile and wireless technologies for augmented reality systemsComputer Animation and Virtual Worlds10.1002/cav.22119:1(3-22)Online publication date: 25-Feb-2008
  • (2005)RendezvousProceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology10.1145/1178477.1178534(310-313)Online publication date: 15-Jun-2005
  • (2005)On the effects of loose causal consistency in mobile multiplayer gamesProceedings of 4th ACM SIGCOMM workshop on Network and system support for games10.1145/1103599.1103602(1-11)Online publication date: 10-Oct-2005
  • (2005)Low Latency Optimisation of Content Based Publish Subscribe for Real-Time Mobile Gaming ApplicationsProceedings of the Fourth International Workshop on Distributed Event-Based Systems (DEBS) (ICDCSW'05) - Volume 0410.1109/ICDCSW.2005.83(438-443)Online publication date: 6-Jun-2005

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