fAARS: A Platform for Location-Aware Trans-reality Games

  • Lucio Gutierrez
  • Eleni Stroulia
  • Ioanis Nikolaidis
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

Users today can easily and intuitively record their real-world experiences through mobile devices, and commodity virtual worlds enable users from around the world to socialize in the context of realistic environments where they simulate real-world activities. This synergy of technological advances makes the design and implementation of trans-reality games, blending the boundaries of the real and virtual worlds, a compelling software-engineering problem. In this paper, we describe fAARS, a platform for developing and deploying trans-reality games that cut across the real and parallel virtual worlds, offering users a range of game-play modalities. We place fAARS in the context of recent related work, and we demonstrate its capabilities by discussing two different games developed on it, one with three different variants.

Keywords

Game platform trans-reality games virtual worlds mobile games 

References

  1. 1.
    Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M., Row-Farr, J.: Can you see me now? ACM Trans. Comput.-Hum. Interact. 13, 100–133 (2006)CrossRefGoogle Scholar
  2. 2.
    Benford, S., Flintham, M., Drozd, A., Anastasi, R., Rowland, D., Tandavanitj, N., Adams, M., Row-Farr, J., Oldroyd, A., Sutton, J.: Uncle Roy All Around You: Implicating the City in a Location-Based Performance. In: Proc. Advances in Computer Entertainment (ACE 2004), ACM Press (2004)Google Scholar
  3. 3.
    Blast Theory (n.d.). I like Frank, http://www.blasttheory.co.uk/bt/work_ilikefrank.html (retrieved April 1, 2012)
  4. 4.
    Cheok, A.D., Goh, K.H., Liu, W., Farbiz, F., Fong, S.W., Teo, S.L., Li, Y., Yang, X.: Human pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing. Personal Ubiquitous Comput. 8 8, 71–81 (2004)CrossRefGoogle Scholar
  5. 5.
    Fetter, M., Etz, M., Blechschmied, H.: Mobile chase–towards a framework for location-based gaming. In: GRAPP (AS/IE), INSTICC–Institute for Systems and Technologies of Information, Control and Communication, pp. 98–105 (2007)Google Scholar
  6. 6.
    Gutierrez, L., Nikolaidis, I., Stroulia, E., Gouglas, S., Rockwell, G., Boechler, P., Carbonaro, M., King, S.: far-play: A framework to develop augmented/alternate reality games. In: IEEE PerCom Workshops, pp. 531–536 (2011)Google Scholar
  7. 7.
    Lindley, C.A.: Game space design foundations for trans-reality games. In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE 2005, pp. 397–404. ACM, New York (2005)Google Scholar
  8. 8.
    Magerkurth, C., Cheok, A.D., Mandryk, R.L., Nilsen, T.: Pervasive games: Bringing computer entertainment back to the real world. ACM Computers in Entertainment 3(3), Article 4A (2005)Google Scholar
  9. 9.
    Montola, M.: Exploring the Edge of the Magic Circle. Defining Pervasive Games. In: Proc. of Digital Experience: Design, Aestethics, Practice Conference, Copenhagen (2005)Google Scholar
  10. 10.
    Papakonstantinou, S., Brujic-Okretic, V.: Prototyping a context-aware framework for pervasive entertainment applications. In: Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, VS-GAMES 2009, pp. 84–91. IEEE Computer Society, Washington, DC (2009)CrossRefGoogle Scholar
  11. 11.
    Piekarski, W., Thomas, B.: Arquake: the outdoor augmented reality gaming system. Commun. ACM 45, 36–38 (2002)CrossRefGoogle Scholar
  12. 12.
    Qui, T.C.T., Nguyen, T.H.D., Mallawaarachchi, A., Xu, K., Liu, W., Lee, S.P., Zhou, Z.Y., Teo, S.L., Teo, H.S., Thang, L.N., Li, Y., Cheok, A.D., Kato, H.: Magic land: live 3d human capture mixed reality interactive system. In: CHI 2005 Extended Abstracts on Human Factors in Computing Systems, CHI EA 2005, pp. 1142–1143. ACM, New York (2005)Google Scholar
  13. 13.
    Suomela, R., Räsänen, E., Koivisto, A., Mattila, J.: Open-Source Game Development with the Multi-user Publishing Environment (MUPE) Application Platform. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 308–320. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  14. 14.
    Tutzschke, J.-P., Zukunft, O.: Frap: a framework for pervasive games. In: Proceedings of the 1st ACM SIGCHI Symposium on Engineering Interactive Computing Systems, EICS 2009, pp. 133–142. ACM, New York (2009)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Lucio Gutierrez
    • 1
  • Eleni Stroulia
    • 1
  • Ioanis Nikolaidis
    • 1
  1. 1.Computing Science DepartmentUniversity of AlbertaEdmontonCanada

Personalised recommendations