DocumentCode :
172019
Title :
Everything you always wanted to know about playing a FPS game on a car
Author :
Saldana, Jose ; Marfia, Gustavo ; Roccetti, Marco
Author_Institution :
Aragon Inst. of Eng. Res. (13 A), Univ. of Zaragoza, Zaragoza, Spain
fYear :
2014
fDate :
27-30 May 2014
Firstpage :
139
Lastpage :
143
Abstract :
This paper studies the feasibility of playing a First Person Shooter interactive online game while traveling as a passenger on a car in an urban scenario where wireless connectivity is available through WiFi Access Points (APs). Knowing in advance the positions of APs, we propose a mechanism that is capable of predicting future connectivity times while moving, so that a player may choose (or not) to begin a game round. With such estimation of connectivity time, a player can obtain a feeling regarding which parts of a game s/he could (not) accomplish and hence be put in the position of deciding for the best. We validated our approach through simulations utilizing a large set of real vehicular movement traces collected in Pisa, Italy.
Keywords :
automobiles; computer games; interactive systems; wireless LAN; AP; FPS game; First-Person Shooter interactive online game; Italy; Pisa; Wi-Fi access points; cars; connectivity time prediction; game player; game round; real vehicular movement trace collection; urban scenario; wireless connectivity; Conferences; Decision support systems; first person shooter games; online games; quality gaming times; vehicular communications;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Communications and Networking (BlackSeaCom), 2014 IEEE International Black Sea Conference on
Conference_Location :
Odessa
Type :
conf
DOI :
10.1109/BlackSeaCom.2014.6849026
Filename :
6849026
Link To Document :
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