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Mobile context-aware game for the next generation

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Published

Standard

Mobile context-aware game for the next generation. / Wu, Maomao; Mitchell, Keith; McCaffery, Duncan et al.
2003. 74-81 Paper presented at 2nd International Conference on Application and Development of Computer Games (ADCOG 2003), Hong Kong.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Harvard

Wu, M, Mitchell, K, McCaffery, D, Finney, J & Friday, A 2003, 'Mobile context-aware game for the next generation', Paper presented at 2nd International Conference on Application and Development of Computer Games (ADCOG 2003), Hong Kong, 6/01/03 - 7/01/03 pp. 74-81.

APA

Wu, M., Mitchell, K., McCaffery, D., Finney, J., & Friday, A. (2003). Mobile context-aware game for the next generation. 74-81. Paper presented at 2nd International Conference on Application and Development of Computer Games (ADCOG 2003), Hong Kong.

Vancouver

Wu M, Mitchell K, McCaffery D, Finney J, Friday A. Mobile context-aware game for the next generation. 2003. Paper presented at 2nd International Conference on Application and Development of Computer Games (ADCOG 2003), Hong Kong.

Author

Wu, Maomao ; Mitchell, Keith ; McCaffery, Duncan et al. / Mobile context-aware game for the next generation. Paper presented at 2nd International Conference on Application and Development of Computer Games (ADCOG 2003), Hong Kong.8 p.

Bibtex

@conference{92ef20db1a2845bc8e14c4a93d6c4f5a,
title = "Mobile context-aware game for the next generation",
abstract = "Traditional networked multiplayer games are typically confined to be played on desktop computers. With the recent advances in mobile networking, context-aware computing, and sensor-based computing, researchers and game designers are able to explore the potential of combining these new technologies together to develop mobile networked, context-aware, augmented reality multiplayer games. As part of the new research collaboration between Lancaster University, Cisco Systems, Microsoft Research and Orange – MIPv6 Systems Research Lab (MSRL), such a mobile context-aware multiplayer game is proposed and explored. The proposed game, named Real Tournament, gathers real-time contextual information, e.g., physical location, orientation and other personal facets from the players and injects them into the game arena to generate game events. It is not only the interaction with the virtual game world that drives the game process, but the interaction with the physical world as well. This paper introduces the game scenario that enabled us to explore the features in the aforementioned areas simultaneously. The proposed game architecture and components are described in detail, and the benefits of our architecture are showed by comparison with the existing approaches. The paper also describes the wireless overlay network infrastructure, and demonstrates how the advanced features in Mobile IPv6 are explored during the development of the game. Moreover, a security mechanism is designed at the network-level, and it can be easily utilized for other network services.",
keywords = "cs_eprint_id, 749 cs_uid, 1",
author = "Maomao Wu and Keith Mitchell and Duncan McCaffery and Joe Finney and Adrian Friday",
year = "2003",
month = jan,
language = "English",
pages = "74--81",
note = "2nd International Conference on Application and Development of Computer Games (ADCOG 2003) ; Conference date: 06-01-2003 Through 07-01-2003",

}

RIS

TY - CONF

T1 - Mobile context-aware game for the next generation

AU - Wu, Maomao

AU - Mitchell, Keith

AU - McCaffery, Duncan

AU - Finney, Joe

AU - Friday, Adrian

PY - 2003/1

Y1 - 2003/1

N2 - Traditional networked multiplayer games are typically confined to be played on desktop computers. With the recent advances in mobile networking, context-aware computing, and sensor-based computing, researchers and game designers are able to explore the potential of combining these new technologies together to develop mobile networked, context-aware, augmented reality multiplayer games. As part of the new research collaboration between Lancaster University, Cisco Systems, Microsoft Research and Orange – MIPv6 Systems Research Lab (MSRL), such a mobile context-aware multiplayer game is proposed and explored. The proposed game, named Real Tournament, gathers real-time contextual information, e.g., physical location, orientation and other personal facets from the players and injects them into the game arena to generate game events. It is not only the interaction with the virtual game world that drives the game process, but the interaction with the physical world as well. This paper introduces the game scenario that enabled us to explore the features in the aforementioned areas simultaneously. The proposed game architecture and components are described in detail, and the benefits of our architecture are showed by comparison with the existing approaches. The paper also describes the wireless overlay network infrastructure, and demonstrates how the advanced features in Mobile IPv6 are explored during the development of the game. Moreover, a security mechanism is designed at the network-level, and it can be easily utilized for other network services.

AB - Traditional networked multiplayer games are typically confined to be played on desktop computers. With the recent advances in mobile networking, context-aware computing, and sensor-based computing, researchers and game designers are able to explore the potential of combining these new technologies together to develop mobile networked, context-aware, augmented reality multiplayer games. As part of the new research collaboration between Lancaster University, Cisco Systems, Microsoft Research and Orange – MIPv6 Systems Research Lab (MSRL), such a mobile context-aware multiplayer game is proposed and explored. The proposed game, named Real Tournament, gathers real-time contextual information, e.g., physical location, orientation and other personal facets from the players and injects them into the game arena to generate game events. It is not only the interaction with the virtual game world that drives the game process, but the interaction with the physical world as well. This paper introduces the game scenario that enabled us to explore the features in the aforementioned areas simultaneously. The proposed game architecture and components are described in detail, and the benefits of our architecture are showed by comparison with the existing approaches. The paper also describes the wireless overlay network infrastructure, and demonstrates how the advanced features in Mobile IPv6 are explored during the development of the game. Moreover, a security mechanism is designed at the network-level, and it can be easily utilized for other network services.

KW - cs_eprint_id

KW - 749 cs_uid

KW - 1

M3 - Conference paper

SP - 74

EP - 81

T2 - 2nd International Conference on Application and Development of Computer Games (ADCOG 2003)

Y2 - 6 January 2003 through 7 January 2003

ER -