Advertisement

A Ubiquitous Solution for Location-Aware Games

  • André Pinto
  • António Coelho
  • Hugo da Silva
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

Even though we now witness a popular use of location-based mobile games, the player experience in these applications is always limited by the errors of common location technologies, especially in indoor scenarios. This paper describes the way we minimize this problem in our game development platform, by levering the potential behind smartphone sensors to estimate players’ trajectories. Our approach is based on a Pedestrian Dead Reckoning (PDR) algorithm that combines methods to determine orientation, detect steps and estimate their length. Other typical multiplayer mobile games problems, like network latency, are also briefly addressed.

Keywords

location-based games mobile games location-based services ubiquitous indoor pedestrian dead reckoning 

References

  1. 1.
    Greenfield, A.: Everyware: the dawning age of ubiquitous computing. New Riders (2006)Google Scholar
  2. 2.
    Levi, R., Judd, T.: Dead reckoning navigational system using accelerometer to measure foot impacts. U.S. Patent Number 5, 583, 776 (1996)Google Scholar
  3. 3.
    Syrjärinne, J., Käppi, J., Saarinen, J.: MEMS-IMU based pedestrian navigator for handheld devices. Nokia Research Center (2001)Google Scholar
  4. 4.
    Liu, H., Darabi, H., Banerjee, P., Liu, J.: Survey of Wireless Indoor Positioning Techniques and Systems. IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews (2007)Google Scholar
  5. 5.
    Koyuncu, H., Yang, S.: A Survey of Indoor Positioning and Object Locating Systems. IJCSNS International Journal of Computer Science and Network Security 10(5) (2010)Google Scholar
  6. 6.
    Wang, A., Jarrett, M., Sorteberg, E.: Experiences from implementing a mobile multiplayer real-time game for wireless networks with high latency. Hindawi Publishing Corp. (2009)Google Scholar
  7. 7.
    Premerlani, W., Bizard, P.: Direction Cosine Matrix IMU: Theory (2009), gentlenav.googlecode.com/files/DCMDraft2.pdf
  8. 8.
    Ladetto, Q., Merminod, B.: Digital Magnetic Compass and Gyroscope Integration for Pedestrian Navigation. In: 9th Saint Petersburg International Conference on Integrated Navigation Systems (2002)Google Scholar
  9. 9.
    Chen, K.-T., Huang, C.-Y., Huang, P., Lei, C.-L.: An empirical evaluation of TCP performance in online games. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology. ACM (2006)Google Scholar
  10. 10.
    Broll, G., Benford, S.: Seamful Design for Location-Based Mobile Games. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds.) ICEC 2005. LNCS, vol. 3711, pp. 155–166. Springer, Heidelberg (2005)CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • André Pinto
    • 1
    • 3
  • António Coelho
    • 1
    • 2
    • 3
  • Hugo da Silva
    • 1
    • 2
  1. 1.Departamento de Engenharia Informática, Faculdade de EngenhariaUniversidade do PortoPortoPortugal
  2. 2.INESC TEC (formerly INESC Porto)PortoPortugal
  3. 3.3Decide, Palcos da RealidadePortoPortugal

Personalised recommendations