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Opportunistic mobile games using public transportation systems: a deployability study

机译:使用公共交通系统的机会性手机游戏:可部署性研究

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With the growing availability of personal communication devices, we are witnessing a tremendous increase in the demand for mobile services based on location and context. Mobile gaming as a service is, of course, no exception. Unfortunately, differently from other services, location- and context-based gaming strictly requires near-field communication to interact with nearby players to create teams and arenas. Since currently adopted technologies suffer from scalability (Bluetooth) or energy (WiFi) constraints, opportunistic networks (ONs) have already been addressed as a viable solution to involve a considerable number of players on a wider area. Nevertheless, it is not yet clear how player experience will be affected by the increased delay and probabilistic message forwarding introduced by an ON. In this paper, we address the aforementioned problems by studying, by means of simulations, the feasibility to deploy a contact-based game on top of the ON provided by the public transportation systems (PTSs) of three cities: Milan (Italy), Edmonton (AB, Canada), and Chicago (IL, USA). Furthermore, to provide playability and scalability considerations, we also study an opportunistic collaborative version of a famous standalone game. The focus on this specific game is functional to foster the use of the PTS itself. The contribution of this paper is twofold. Firstly, we provide simulation results hinting that deployment on a PTS is feasible when targeting users commuting inside the city. Secondly, we provide a number of considerations and guidelines for game designers to actually deliver a compelling and intriguing experience.
机译:随着个人通信设备可用性的不断提高,我们目睹了基于位置和上下文的移动服务需求的巨大增长。当然,移动游戏即服务也不例外。不幸的是,与其他服务不同,基于位置和上下文的游戏严格要求近场通信才能与附近的玩家进行交互以创建团队和竞技场。由于当前采用的技术受到可伸缩性(蓝牙)或能源(WiFi)的限制,因此机会网络(ON)已被视为一种可行的解决方案,涉及范围更广的众多参与者。但是,目前尚不清楚ON带来的增加的延迟和概率消息转发将如何影响玩家的体验。在本文中,我们通过模拟研究了在三个城市的公共交通系统(PTS)提供的ON之上部署基于接触的博弈的可行性,以解决上述问题:三个城市(意大利),埃德蒙顿(加拿大AB)和芝加哥(美国IL)。此外,为了提供可玩性和可扩展性方面的考虑,我们还研究了著名独立游戏的机会合作版本。专注于此特定游戏的功能在于促进PTS本身的使用。本文的贡献是双重的。首先,我们提供的模拟结果表明,以城市内上下班的用户为目标时,在PTS上进行部署是可行的。其次,我们为游戏设计师提供了许多考虑因素和指导方针,以使他们切实提供引人入胜的有趣体验。

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