SoundPark: Towards Highly Collaborative Game Support in a Ubiquitous Computing Architecture

Ubiquitous computing architectures enable interaction and collaboration in multi-user applications. We explore the challenges of integrating the disparate services required in such architectures and describe how we have met these challenges in the context of a real-world application that operates on heterogeneous hardware and run-time environments. As a compelling example, we consider the role of ubiquitous computing to support the needs of a distributed multi-user game, including mobility, mutual awareness, and geo-localization. The game presented here, "SoundPark", is played in a mixed-reality environment, in which the physical space is augmented with computer-generated audio and graphical content, and the players communicate frequently over a low-latency audio channel. Our experience designing and developing the game motivates significant discussion related to issues of general relevance to ubiquitous game architectures, including integration of heterogeneous components, monitoring, remote control and scalability.

[1]  Wayne Piekarski,et al.  ARQuake: the outdoor augmented reality gaming system , 2002, CACM.

[2]  F. Girardin,et al.  Getting Real with Ubiquitous Computing: the Impact of Discrepancies on Collaboration , 2006 .

[3]  Wei Liu,et al.  Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing , 2004, ACE '04.

[4]  Albrecht Schmidt,et al.  There is more to context than location , 1999, Comput. Graph..

[5]  Christoph Stahl The roaring navigator: a group guide for the zoo with shared auditory landmark display , 2007, Mobile HCI.

[6]  Jeremy R. Cooperstock,et al.  A Paradigm for Physical Interaction with Sound in 3-D Audio Space , 2006, ICMC.

[7]  Jürgen Bohn The Smart Jigsaw Puzzle Assistant: Using RFID Technology for Building Augmented Real-World Games , 2004 .

[8]  Chen Yan,et al.  Adaptive Narration in Multiplayer Ubiquitous Games , 2009, Int. J. Cogn. Informatics Nat. Intell..

[9]  Olli Sotamaa,et al.  All The World's A Botfighter Stage: Notes on Location-based Multi-User Gaming , 2002, CGDC Conf..

[10]  Romain Pellerin The MooDS protocol: a J2ME object-oriented communication protocol , 2007, Mobility '07.

[11]  Bill N. Schilit,et al.  Context-aware computing applications , 1994, Workshop on Mobile Computing Systems and Applications.

[12]  Günter Geiger PDa: Real Time Signal Processing and Sound Generation on Handheld Devices , 2003, ICMC.

[13]  Paul Coulton,et al.  PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones , 2006, CIE.

[14]  Miller Puckette,et al.  Pure Data , 1997, ICMC.

[15]  Paul Coulton,et al.  PAC-LAN: the human arcade , 2006, ACE '06.

[16]  Elisabeth André,et al.  Role Assignment Via Physical Mobile Interaction Techniques in Mobile Multi-user Applications for Children , 2007, AmI.

[17]  Steve Benford,et al.  Where on-line meets on the streets: experiences with mobile mixed reality games , 2003, CHI '03.