Skip to main content

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

  • Conference paper

Part of the Lecture Notes in Computer Science book series (LNISA,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. 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)

    CrossRef  Google Scholar 

  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. Blast Theory (n.d.). I like Frank, http://www.blasttheory.co.uk/bt/work_ilikefrank.html (retrieved April 1, 2012)

  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)

    CrossRef  Google Scholar 

  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. 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. 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. 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. 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. 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)

    CrossRef  Google Scholar 

  11. Piekarski, W., Thomas, B.: Arquake: the outdoor augmented reality gaming system. Commun. ACM 45, 36–38 (2002)

    CrossRef  Google Scholar 

  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. 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)

    CrossRef  Google Scholar 

  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 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2012 IFIP International Federation for Information Processing

About this paper

Cite this paper

Gutierrez, L., Stroulia, E., Nikolaidis, I. (2012). fAARS: A Platform for Location-Aware Trans-reality Games. In: Herrlich, M., Malaka, R., Masuch, M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33542-6_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33542-6_16

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33541-9

  • Online ISBN: 978-3-642-33542-6

  • eBook Packages: Computer ScienceComputer Science (R0)