2017 Computing Conference 2017
DOI: 10.1109/sai.2017.8252164
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Spatiotemporal modeling of a pervasive game

Abstract: Given technology-sustained pervasive games that maintain a virtual spatiotemporal model of the physical world, the implementation must contend with the various representations of space and time. An integrated conceptual model is lacking in the domain of Pervasive Games. Because Geographical Information Systems and Pervasive Games both make use of the Earth's geography, their problem domains overlap i.e., research found in Geographical Information Systems can be exapted to Pervasive Games. To evaluate, the mode… Show more

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Cited by 2 publications
(2 citation statements)
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“…Computers systems often maintain ST as an “epoch” plus a number of time units (an offset). Instrumenting real‐world time incurs instrumentation error (i.e., ST is not exactly equal to real‐world time), and so, real world events are recorded according to ST as they enter a system . If the value of ST is recorded directly in the loaded state of software, the value represents “objective time” (e.g., Thu May 5 07:56:40 UTC+1 2016), whereas if a value relative to the ST is recorded (e.g., elapsed time), the value represents “subjective time” (e.g., an offset of 823 s, assuming the epoch of ST).…”
Section: Grounded Theorymentioning
confidence: 99%
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“…Computers systems often maintain ST as an “epoch” plus a number of time units (an offset). Instrumenting real‐world time incurs instrumentation error (i.e., ST is not exactly equal to real‐world time), and so, real world events are recorded according to ST as they enter a system . If the value of ST is recorded directly in the loaded state of software, the value represents “objective time” (e.g., Thu May 5 07:56:40 UTC+1 2016), whereas if a value relative to the ST is recorded (e.g., elapsed time), the value represents “subjective time” (e.g., an offset of 823 s, assuming the epoch of ST).…”
Section: Grounded Theorymentioning
confidence: 99%
“…Yes (✓), No (X), or an underlying requirement is lacking (-) (see the Appendix for details) to real-world time), and so, real world events are recorded according to ST as they enter a system. 29 If the value of ST is recorded directly in the loaded state of software, the value represents "objective time" 29 (e.g., Thu May 5 07:56:40 UTC+1 2016), whereas if a value relative to the ST is recorded (e.g., elapsed time), the value represents "subjective time" 29 (e.g., an offset of 823 s, assuming the epoch of ST). Software running in a computer (e.g., a virtual world engine 26 ) will run according to ST but can simulate another abstraction of time, called VT, for its loaded state (e.g., a VE).…”
Section: Simulated (St) / Virtual Temporality (Vt)mentioning
confidence: 99%