2011
DOI: 10.1016/j.jss.2011.06.062
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Implementing multiplayer pervasive installations based on mobile sensing devices: Field experience and user evaluation from a public showcase

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Cited by 22 publications
(10 citation statements)
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“…Regarding the work presented here, [12] discusses pedagogical aspects of integrating real-life data into playful scenarios and serious games; [21,14] are additional examples of such dimensions, that we intend to use while designing and implementing games. [11] discusses the implementation and evaluation of a platform for a multiplayer pervasive game in public open spaces, that we intend to utilise to support our envisioned activities. An example of such activities is discussed in [10], where a university corridor was metamorphosed into an interactive public space.…”
Section: Related Workmentioning
confidence: 99%
“…Regarding the work presented here, [12] discusses pedagogical aspects of integrating real-life data into playful scenarios and serious games; [21,14] are additional examples of such dimensions, that we intend to use while designing and implementing games. [11] discusses the implementation and evaluation of a platform for a multiplayer pervasive game in public open spaces, that we intend to utilise to support our envisioned activities. An example of such activities is discussed in [10], where a university corridor was metamorphosed into an interactive public space.…”
Section: Related Workmentioning
confidence: 99%
“…Although perhaps scoped incorrectly, the Fun in Numbers (FinN) Chatzigiannakis et al, 2011) platform is an important addition to the survey, with respect to combining pervasive games, wireless sensor networks and social media. FinN is a distributed multi-tiered large-scale architecture with four layers: Guardian Layer, Game Station Layer, Game Engine and World Layer.…”
Section: Finnmentioning
confidence: 99%
“…If ARQuake used the same data persistency as that of Quake, then data persistency was problematic i.e., persisting and recovering the data space required explicit user intervention , leaving the system vulnerable to system failure. An explicit lack of data persistence was recognized in STARS (Magerkurth et al, 2004), and in FinN, the use of a database ensured data persistence (Chatzigiannakis et al, 2011).…”
Section: Shared Data Space(s) With Data Persistencementioning
confidence: 99%
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“…Additional context parameters (such as acceleration, orientation, proximity, gesturing, human presence, time, light intensity, sound level, wind direction, weather conditions, and moon phase) comprise alternative modes of implicit input in game projects, often producing immersive game experiences. Some of the abovementioned contextual parameters may be captured by dedicated wireless sensor network installations (Chatzigiannakis et al, 2011); the emergence of robust, programmable, low-cost 802.15.4-compliant sensor node platforms will likely influence the design decisions of pervasive game developers as those could reliably feed a multitude of environmental, social, and activity context data. Likewise, smartphones that commonly integrate GPS receivers, cameras, sensors, compasses and NFC readers are expected to play a significant role in …”
Section: Context Awarenessmentioning
confidence: 99%