Multi-player gaming in public transport crowd: Opportunities and challenges | IEEE Conference Publication | IEEE Xplore

Multi-player gaming in public transport crowd: Opportunities and challenges


Abstract:

Smart devices are supporting emerging types of location-based gaming applications to attain collaborations among collocated users in public places like transports. Howeve...Show More

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.
Date of Conference: 06-08 March 2014
Date Added to IEEE Xplore: 24 April 2014
Electronic ISBN:978-1-4799-3459-1
Conference Location: Seoul, Korea (South)
Citations are not available for this document.

I. Introduction

In many crowded metropolitan cities, people often travel by public transports like metro and local buses everyday. A finding shows that about 3,000 commuters in the west of England spend about 139 hours a year on average traveling to and from their work place [1]. Therefore, mobile computing in crowded public transports can open up a new opportunity to harness a collection of smart devices (e.g., smartphones and tablets [2], [3]) in their vicinity as a unified computing substrate. Figure 1 shows a snapshot of the Beijing Underground where most of crowded passengers are looking at their smart devices. A promising aspect we focus in this paper and our research path in its own right, is to enable highly-interactive and opportunistic multi-player gaming [4]–[6] among the crowd. Examples of these games are first-person-shooting (FPS) and racing. In it, users play and exchange their game play information dynamically among the crowd, however they come with many challenges.

Cites in Papers - |

Cites in Papers - IEEE (2)

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1.
Fangyuan Chi, Xiaofei Wang, Wei Cai, Victor C.M. Leung, "Ad-Hoc Cloudlet Based Cooperative Cloud Gaming", IEEE Transactions on Cloud Computing, vol.6, no.3, pp.625-639, 2018.
2.
Fangyuan Chi, Xiaofei Wang, Wei Cai, Victor C.M. Leung, "Ad Hoc Cloudlet Based Cooperative Cloud Gaming", 2014 IEEE 6th International Conference on Cloud Computing Technology and Science, pp.190-197, 2014.
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References

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