DocumentCode
132110
Title
Multi-player gaming in public transport crowd: Opportunities and challenges
Author
Pushp, Saumay ; Liu, Chi Harold ; Fangming Liu ; Junehwa Song
Author_Institution
KAIST, Daejeon, South Korea
fYear
2014
fDate
6-8 March 2014
Firstpage
331
Lastpage
336
Abstract
Smart devices are supporting emerging types of location-based gaming applications to attain collaborations among collocated users in public places like transports. However, they are facing many challenges like the timely performance of back-end game servers for runtime game operation, unreliable cellular network connections, and opportunistic and dynamic local environment. To address these limitations, in this paper, we propose “CrowdMoG”, a Crowd based Mobile Gaming platform, to identify and match the nearby passengers on the move according to their associated gaming preferences, and provides the smooth session handoff to enable the continuity of existing game plays when participants leave the game due to different mobility patterns. We therefore describe the potential, along with challenges and opportunities that open up the new dimension for the entire research community to redesign and examine a tradition problem, fundamentally transforming it into a new era of mobile gaming experience.
Keywords
computer games; mobile computing; mobility management (mobile radio); CrowdMoG; back-end game servers; crowd based mobile gaming platform; location-based gaming applications; multiplayer gaming; public transport crowd; runtime game operation; smart devices; unreliable cellular network connections; Feature extraction; Games; Internet; Mobile communication; Performance evaluation; Protocols; Runtime;
fLanguage
English
Publisher
ieee
Conference_Titel
Internet of Things (WF-IoT), 2014 IEEE World Forum on
Conference_Location
Seoul
Type
conf
DOI
10.1109/WF-IoT.2014.6803183
Filename
6803183
Link To Document