Proceedings of the International Conference on Advances in Computer Entertainment Technology 2009
DOI: 10.1145/1690388.1690418
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Developing multiplayer pervasive games and networked interactive installations using ad hoc mobile sensor nets

Abstract: We present here Fun in Numbers (FinN, http://finn.cti.gr), a framework for developing pervasive applications and interactive installations for entertainment and educational purposes. Using ad hoc mobile wireless sensor network nodes as the enabling devices, FinN allows for the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as topology discovery, localization and synchroni… Show more

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Cited by 17 publications
(3 citation statements)
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“…This capability has prompted new mobile applications that leverage occasional encounters of users in various social contexts, e.g., for mobile social networking [22,13,9], content sharing [15,12], mobile ad-hoc gaming [5,16], and more [19,21,31,24]. Specialized middleware [3, 32,25,18,7] has also been produced to facilitate the development of such applications.…”
Section: Introductionmentioning
confidence: 99%
“…This capability has prompted new mobile applications that leverage occasional encounters of users in various social contexts, e.g., for mobile social networking [22,13,9], content sharing [15,12], mobile ad-hoc gaming [5,16], and more [19,21,31,24]. Specialized middleware [3, 32,25,18,7] has also been produced to facilitate the development of such applications.…”
Section: Introductionmentioning
confidence: 99%
“…To develop a large and diverse set of social exergames, software development support is needed for game construction, sensor interaction, data collection, and assessment. General-purpose game engines support graphics and rendering, animation, physics, and artificial intelligence, but more specialized software infrastructure is needed to support development of pervasive games that integrate networked sensors [9,1]. Mobile social exergames must adapt to player gestures and changing physical locations, as well as the availability of players joining and leaving the network.…”
Section: Introductionmentioning
confidence: 99%
“…Some other examples of geolocated games that use the technological advances provided by pervasive computing are, CATS (Magerkurth, 2004), Team Exploration (Gentes, 2010), FinN (Akribopoulos, 2009), Why Is Everyone Inside Me?! (Sanneblad, 2004), Geolympus (Arango-L opez, 2021), LAGARTO (Maia, 2017), SPLASH (Razikin, 2011) and SoundPark (Pellerin, 2009).…”
mentioning
confidence: 99%