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  1. Computers in Entertainment (CIE)
  2. Volume 4
  3. Volume 4, Issue 1, January 2006
  4. Extending cyberspace
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Volume 15
Volume 14
Volume 13
Volume 12
Volume 11
Volume 10
Volume 9
Volume 8
Volume 7
Volume 6
Volume 5
Volume 4
Volume 4, Issue 4, October-December 2006
Volume 4, Issue 3, July 2006
Volume 4, Issue 2, April-June 2006
Volume 4, Issue 1, January 2006
A word from the editor
Interview with Dana Plautz
Extending cyberspace
Dust to glory
NTT's technologies for next-generation video services
4th European Interactive TV Conference: EuroITV 2006
Interview with Nicholas Negroponte
Computer game-flow design
ACM SIGCHI ACE 2006 Hollywood - International Conference on Advances in Computer Entertainment Technology
Turing's test and believable AI in games
3rd International Workshop on Pervasive Gaming Applications
Learning through game modding
Volume 3
Volume 2
Volume 1

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Extending cyberspace

Content Provider ACM Digital Library
Author Coulton, Paul Rashid, Omer Mullins, Ian Edwards, Reuben
Abstract In the current market many game developers and publishers treat the cellular phone as just another platform to which they can port a console game; they ignore the exciting new possibilities cellular phones provide via their inherent ability to maintain connectivity while on the move. One possibility is to extend the virtual world of traditional video games through location-based information, which allows users to play games that incorporate knowledge of their physical location and landscape, and then provides them with the ability to interact with both real and virtual objects within that space. However, if such games are to become pervasive and if developers want their efforts to escape the bounds of the research laboratory, they must address the nature of the cellular environment, the precision of the location-based technologies in their region, and the present and likely future capabilities of cellular handsets. To aid innovative game development we draw together many fragmented sources of information for an assessment of technologies, and implementations of cellular location-based games. Further, we discuss practical mechanisms for producing a finer degree of location granularity, both through future technology and our novel implementations of systems that augment location-sensing. The first mechanism uses Bluetooth, which is already a pervasive component of mobile phones feature sets, and can be implemented without the need for client side software. The second implements the use of a future pervasive technology, RFID tags, now that commercial cellular handsets that incorporate RFID readers have emerged.
File Format PDF
ISSN 15443574
DOI 10.1145/1111293.1111302
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 4
Issue Number 1
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2008-03-01
Publisher Place New York
Access Restriction One Nation One Subscription (ONOS)
Subject Keyword Cellular phones Location-sensing Location-based games
Content Type Text
Resource Type Article
Subject Computer Science Applications
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