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

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

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Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game. / Mitchell, Keith; McCaffery, Duncan; Metaxas, George et al.
NetGames '03: Proceedings of the 2nd workshop on Network and system support for games. New York: ACM, 2003. p. 91-100.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Mitchell, K, McCaffery, D, Metaxas, G, Finney, J, Schmid, S & Scott, A 2003, Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game. in NetGames '03: Proceedings of the 2nd workshop on Network and system support for games. ACM, New York, pp. 91-100. https://doi.org/10.1145/963900.963909

APA

Mitchell, K., McCaffery, D., Metaxas, G., Finney, J., Schmid, S., & Scott, A. (2003). Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game. In NetGames '03: Proceedings of the 2nd workshop on Network and system support for games (pp. 91-100). ACM. https://doi.org/10.1145/963900.963909

Vancouver

Mitchell K, McCaffery D, Metaxas G, Finney J, Schmid S, Scott A. Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game. In NetGames '03: Proceedings of the 2nd workshop on Network and system support for games. New York: ACM. 2003. p. 91-100 doi: 10.1145/963900.963909

Author

Mitchell, Keith ; McCaffery, Duncan ; Metaxas, George et al. / Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game. NetGames '03: Proceedings of the 2nd workshop on Network and system support for games. New York : ACM, 2003. pp. 91-100

Bibtex

@inproceedings{b2ae1783c7f148c690701b434e8db374,
title = "Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game",
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.",
author = "Keith Mitchell and Duncan McCaffery and George Metaxas and Joseph Finney and Stefan Schmid and Andrew Scott",
year = "2003",
doi = "10.1145/963900.963909",
language = "English",
isbn = "1-58113-734-6",
pages = "91--100",
booktitle = "NetGames '03: Proceedings of the 2nd workshop on Network and system support for games",
publisher = "ACM",

}

RIS

TY - GEN

T1 - Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game

AU - Mitchell, Keith

AU - McCaffery, Duncan

AU - Metaxas, George

AU - Finney, Joseph

AU - Schmid, Stefan

AU - Scott, Andrew

PY - 2003

Y1 - 2003

N2 - 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.

AB - 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.

U2 - 10.1145/963900.963909

DO - 10.1145/963900.963909

M3 - Conference contribution/Paper

SN - 1-58113-734-6

SP - 91

EP - 100

BT - NetGames '03: Proceedings of the 2nd workshop on Network and system support for games

PB - ACM

CY - New York

ER -