29.03.2013 Views

View - Academy Publisher

View - Academy Publisher

View - Academy Publisher

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

86 JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007<br />

In and out of Reality: Janus-Faced Location<br />

Awareness in Ubiquitous Games<br />

Alexander Höhfeld<br />

University of Trier/Department of Computer Science, Trier, Germany<br />

hoehfeld@syssoft.uni-trier.de<br />

Abstract — Many future ubiquitous devices will be able to<br />

determine their precise physical position using different<br />

types of localization techniques (e.g. GPS antennas for outdoor-,<br />

RFID tags, infrared beacons or triangulation etc. in<br />

indoor settings). Especially for games in a mobile environment<br />

usage of the devices, respectively player’s location will<br />

capacitate new game functionality and content. Location<br />

Awareness in this context is twofold though, corresponding<br />

to the games’ focus: Either the player’s actions can be influenced<br />

by providing additional information according to the<br />

devices physical location (augmented or mixed reality) or location<br />

awareness directly or indirectly alters content and<br />

state of the game (location immersion). This work focuses on<br />

the presentation of two ubiquitous strategy games, which<br />

are based on the same uniform middleware for MANETs,<br />

implementing the above mentioned different forms of location<br />

awareness.<br />

Index Terms — Location Awareness, Mobile Learning, Multi-Hop<br />

Ad Hoc Networks, Ubiquitous and Pervasive Strategy<br />

Games, Network Centric Operations.<br />

I. INTRODUCTION<br />

As GPS-antennas are getting smaller and more reliable<br />

each day and the emerging of a broader range of indoor<br />

localization techniques, especially mobile devices will<br />

benefit from this development. The devices themselves<br />

possess increasing storage capacities and processing power,<br />

providing the user not only with additional performance<br />

for his or her everyday work, but as well with superior<br />

ubiquitous gaming possibilities. Combined with location<br />

and context awareness, these games will feature<br />

new types of immersion experiences and new unique content.<br />

Depending on game design and type different approaches<br />

to use the devices and players physical location<br />

within the applications have evolved. From a perspective<br />

of reality these range from augmentation, in which reality<br />

is enriched with virtual or simulated information, to immersion,<br />

where the position impacts the actual game<br />

state. This work presents two different ubiquitous games<br />

which are taking advantage of location awareness: A<br />

Treasure Island scenario for the ncoML framework [1],<br />

using augmented reality techniques to influence the users<br />

behavior and thus implicitly changing the game content<br />

and UbiQuest [2], a science-fiction strategy game, using<br />

location immersion to directly modify certain<br />

characteristics within the game according to the players<br />

© 2007 ACADEMY PUBLISHER<br />

physical location. The following figure illustrates the disposition<br />

of the two ubiquitous games in the context of<br />

reality:<br />

Location Immersion Augmented Reality<br />

UbiQuest<br />

Figure 1. Disposition in the context of reality<br />

ncoML<br />

Chapter II will introduce the different game designs of<br />

the presented ubiquitous strategy games and their technical<br />

realization. The follow-on chapters deal with the localization<br />

strategies used within the presented games and<br />

the experiences made during their development and testing.<br />

The middleware environment JANE, both applications<br />

are based on, is discussed in chapter V. Prior to presenting<br />

a short summary and conclusion, chapter VI features<br />

related work in the area of ubiquitous games and location<br />

awareness.<br />

II. GAME DESIGN AND TECHNICAL REALIZATION<br />

A. UbiQuest<br />

UbiQuest is a real-time science fiction strategy and<br />

conflict simulation, similar to well known games like Master<br />

of Orion, Civilization or The Settlers. The basic idea<br />

of these games is ported to a multi-hop ad hoc environment.<br />

In UbiQuest the player controls a giant starship (represented<br />

by a location aware mobile device of PDA size)<br />

with a remainder of the earth’s population after a global<br />

crisis on its way to find new hospitable planets.<br />

Starting with only a minimum of offensive, defensive<br />

and economical capabilities, the ship can be upgraded by<br />

gathering resources from bypassed asteroid fields or planets,<br />

building new on-board facilities, researching advanced<br />

technology and increasing the ships population.<br />

Nearly all actions within the game are interconnected. As<br />

an example, population growth is only possible if enough<br />

habitats for them are available. These on the other hand<br />

can only be constructed if sufficient energy- and building<br />

resources are stored, while the speed of the construction<br />

in turn is depending again on the population size, their<br />

training level, etc.


JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007 87<br />

On its waay<br />

through thhe<br />

simulated universe (accom<br />

plished by pphysical<br />

moveement<br />

of the ddevice<br />

hostingg<br />

the<br />

UbiQuest appplication),<br />

a sstarship<br />

can enncounter<br />

and iinter<br />

act with otheer<br />

starships (ddevices<br />

of otheer<br />

players) as well<br />

as with speccial<br />

entities, sso<br />

called star bases. Thesee<br />

star<br />

bases are staationary,<br />

non mmobile<br />

devicees<br />

within the MA-<br />

NET which aare<br />

equipped with higher pprocessing<br />

andd<br />

sto-<br />

rage power. TThis<br />

could bee<br />

e.g. a libraryy<br />

information com<br />

puter or a priivately<br />

ownedd<br />

desktop PC that features awireless card annd<br />

is taking part<br />

in the gammes<br />

network. CCom<br />

munication wwith<br />

other deevices<br />

or starr<br />

bases is accom<br />

plished ad hhoc.<br />

No centtral<br />

backbonee<br />

infrastructurre<br />

or<br />

access pointss<br />

are necessaryy.<br />

Accordingg<br />

to the games<br />

ad hoc enviironment,<br />

it distin<br />

guishes betwween<br />

three ddifferent<br />

leveels<br />

of interaaction<br />

[Fig.2]. Locaal<br />

interaction includes the mmicromanageement<br />

of the ships resources, faccilities<br />

and reesearch.<br />

Tradee,<br />

di-<br />

rect communnication<br />

(singgle<br />

hop) and ( (military) connflicts<br />

are situated on the tacticaal<br />

interaction level. Finallyy<br />

the<br />

strategic level<br />

encompassses<br />

longer terrm<br />

diplomacyy<br />

and<br />

espionage, aas<br />

well as ageent<br />

based commmunication<br />

with<br />

starships or bases not inn<br />

direct commmunication<br />

rrange<br />

(multi hop).<br />

Figure 2.<br />

Strategicc<br />

Interaction<br />

- Diplomacy<br />

Tactical Interaction<br />

- Trade<br />

- (Military) conflicts<br />

Local Innteraction<br />

- Micromanagement<br />

- Facility Managemennt<br />

- Research<br />

Interaction Levells<br />

Trade (on the tactical innteraction<br />

leveel)<br />

is performmed<br />

in<br />

two different<br />

ways. If a suitable tradee<br />

partner is wwithin<br />

communicatiion<br />

range (sinngle<br />

hop), a staar<br />

ships owneer<br />

can<br />

initiate a tradde<br />

request, ressulting<br />

in a poositive<br />

or neggative<br />

feedback from<br />

the trade ppartner.<br />

Takinng<br />

into accounnt<br />

the<br />

short time peeriod<br />

two mooving<br />

device mmay<br />

have conntact,<br />

another posssibility<br />

is auttomated<br />

tradee.<br />

Here the sship’s<br />

owner sets thresholds foor<br />

selling annd<br />

buying ceertain<br />

goods. If annother<br />

ship oor<br />

star base iin<br />

communiccation<br />

range dispersses<br />

matching offers, trade iis<br />

performed wwith<br />

out direct useer<br />

input.<br />

UbiQuest has been devveloped<br />

in JAAVA<br />

within thhe<br />

si-<br />

mulation envvironment<br />

JANNE,<br />

which is described in more<br />

detail in thee<br />

follow-on chhapter.<br />

The ffirst<br />

prototypee<br />

has<br />

been tested on HP-iPaq H5550 Pockket<br />

PCs, equiipped<br />

with a Holuux<br />

GM-270 CCompactFlash-GPS<br />

adapterr<br />

and<br />

integrated WWLAN<br />

capabillities.<br />

For JAVVA<br />

support on<br />

the<br />

mobile devicces<br />

we used thhe<br />

IBM Virtuaal<br />

Machine j9.<br />

The ad hooc<br />

communicaation<br />

within tthe<br />

game usees<br />

the<br />

routing frammework<br />

of the aforementionned<br />

simulationn<br />

en-<br />

© 2007 ACADEMY PUBLISHER<br />

viron nment JANE. . Multi-hop ccommunication<br />

n is based onn<br />

the DSR D [3] routiing<br />

protocol. AAnother<br />

impo ortant commu-<br />

nica ation service iis<br />

an upgradeed<br />

beaconing functionality, ,<br />

prov viding not only<br />

information<br />

about the ships s locationn<br />

and presence, buut<br />

as well dispersing<br />

the current tradee<br />

offer rs etc. This iss<br />

accomplisheed<br />

by using th he PeriodiCastt<br />

beac coning protocol<br />

adapted to the trade off fer/request in-<br />

form mation [4]. Coommunicationn<br />

in a cluster red MANET, ,<br />

with hout routes to certain nodess,<br />

is implemen nted by usingg<br />

softw ware agents wwith<br />

certain ttasks.<br />

These try t to reach a<br />

spec cified device oor<br />

region, perrform<br />

their ta ask and returnn<br />

to a predefined hoome<br />

zone or llocation<br />

of the eir originator. .<br />

Typical<br />

tasks for aagents<br />

are dipplomacy<br />

and espionage. e<br />

Figuree<br />

3. UbiQuest ddeployed<br />

on PDAs<br />

B. A Treasure Islland<br />

Setting foor<br />

ncoML<br />

The<br />

m-learningg<br />

framework ncoML was originally o de-<br />

sign ned to support the training aand<br />

preparatio on of humani-<br />

taria an, catastrophhe<br />

aid and mmilitary<br />

missi ions that aree<br />

base ed on the tenets<br />

of Network<br />

Centric Op perations [5]. .<br />

Sinc ce it is a veryy<br />

flexible frammework,<br />

it ca an be used ass<br />

well l to depict sceenarios<br />

not dirrectly<br />

related to its originall<br />

inten nt. In the conntext<br />

of this year’s<br />

children n’s university, ,<br />

whe ere kids have tthe<br />

opportunitty<br />

to get an ins sight into uni-<br />

versity<br />

life, it is planned<br />

as a veehicle<br />

to playf fully test theirr<br />

com mmunication annd<br />

cooperationn<br />

abilities. Fo or this, a Trea-<br />

sure e Island-like ggame<br />

scenarioo<br />

has been developed d andd<br />

impl lemented baseed<br />

on the ncoMML<br />

framewor rk.<br />

The<br />

system is ddesigned<br />

to be<br />

highly flexi ible and to al-<br />

low many differeent<br />

mission tyypes<br />

within th he underlyingg<br />

fram mework. One typical scenarrio<br />

from its original o appli-<br />

catio on domain (e.g.<br />

in a UN oobserver<br />

mission)<br />

could bee<br />

the discovery d of ccommon<br />

graves<br />

or weapon deposits, e.g. .<br />

in a region that haas<br />

been or is bbeing<br />

harassed<br />

by civil un-<br />

rest or war. Witthin<br />

the Treaasure<br />

Island scenario, thee<br />

child dren’s objectiive<br />

is to find a hidden treasure,<br />

by wor-<br />

king g together andd<br />

by using inddividually<br />

ava ailableresour- ces, within a limitted<br />

timescale.<br />

Every E player is<br />

endowed wwith<br />

a GPS-eq quipped tablett<br />

PC providing p meddium-range<br />

coommunication<br />

n capabilities, ,<br />

such h as WLAN. A digital mapp<br />

of the game area is storedd<br />

on the t device. Fuurthermore<br />

evvery<br />

player features<br />

certainn<br />

(sim mulated) abilities<br />

and posssesses<br />

prede efined assets. .<br />

Whi ile moving thhrough<br />

the ggame<br />

area ph hysically, thee


88 JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007<br />

player can innteract<br />

with thhe<br />

simulated wworld<br />

by usinng<br />

his<br />

or her abilitiies<br />

or by perrforming<br />

certaain<br />

actions, wwhich<br />

will result inn<br />

environmental<br />

or objectivve<br />

changes. AAssu<br />

ming the devvice<br />

will inform<br />

the playerr<br />

about a grouup<br />

of<br />

native populaace,<br />

which haave<br />

gathered iin<br />

the area shee<br />

just<br />

entered, by uusing<br />

her dipplomatic<br />

or laanguage<br />

skillss<br />

she<br />

can try to gaather<br />

information<br />

about the games objecttives.<br />

In the Treasuure<br />

Island sceenario,<br />

it is noot<br />

possible too<br />

suc-<br />

ceed in accomplishing<br />

thee<br />

mission alonne.<br />

The task oof<br />

the<br />

players is to learn that coooperation<br />

will<br />

lead to winnning<br />

the game fasster<br />

and with lless<br />

required rresources<br />

thann<br />

in a<br />

competing ennvironment.<br />

Figuure<br />

4. Treasure Island Scenario ffor<br />

ncoML<br />

The basic design of thee<br />

learning frammework<br />

is divvided<br />

into two diffferent<br />

parts: The “framewwork”<br />

part andd<br />

the<br />

“scenario” paart.<br />

Both partss<br />

are completeely<br />

separated from<br />

each other, thhough<br />

withouut<br />

a scenario, tthe<br />

frameworkk<br />

will<br />

not provide any challengge<br />

to the plaayer,<br />

and witthout<br />

framework aany<br />

scenario iss<br />

purely theorretical.<br />

Scenarrio<br />

as<br />

well as mapp<br />

information is provided to the systemm<br />

via<br />

XML configguration<br />

files.<br />

They descrribe<br />

the simuulated<br />

“world” the pplayers<br />

can innteract<br />

with, ass<br />

well as the aavail<br />

able resourcees<br />

(abilities & assets).<br />

The frameework<br />

providdes<br />

the user interface andd<br />

the<br />

game map. FFurthermore<br />

iit<br />

calculates thhe<br />

success orr<br />

fail-<br />

ure of decissions<br />

and upd dates the scennario<br />

accordingly.<br />

Most importtantly<br />

the frammework<br />

provvides<br />

the tools<br />

the<br />

users will neeed<br />

to communnicate<br />

and exccel<br />

in fulfillinng<br />

the<br />

mission as a team (chat, wwhiteboard,<br />

etcc.).<br />

The frameework<br />

allowss<br />

the analysiss<br />

of technicall<br />

and<br />

group dynammical<br />

effects in a mobile eenvironment,<br />

with<br />

players phyysically<br />

situatted<br />

in an auugmented<br />

reality.<br />

According too<br />

scenario or ssupervisor<br />

preeference,<br />

the ccolla<br />

borative leveel<br />

can be adjuusted<br />

from alllowing<br />

no usser<br />

to<br />

share and access<br />

any inforrmation,<br />

up too<br />

the possibiliity<br />

to<br />

display otherr<br />

player’s actiions,<br />

featuress<br />

and status onn<br />

the<br />

map without hiding any innformation.<br />

Onne<br />

important qques<br />

tion whose aanswer<br />

can be derived fromm<br />

the logged sstatis<br />

tic data is e.gg.<br />

the consequuence,<br />

an in- or decrease oof<br />

the<br />

collaborationn<br />

level will have on gaame<br />

success and<br />

efficiency.<br />

NCOml iss<br />

implementedd<br />

in JAVA as well and doees<br />

not<br />

require a ccentral<br />

commmunication<br />

innfrastructure,<br />

like<br />

© 2007 ACADEMY PUBLISHER<br />

WLA AN access pooints,<br />

but is bbased<br />

on mult ti-hop ad hocc<br />

com mmunication, pprovided<br />

by thhe<br />

simulation n environmentt<br />

JAN NE, which willl<br />

be describedd<br />

in more detail<br />

in a follow-<br />

on paragraph. p<br />

Central C part off<br />

the learningg<br />

framework is i a graphicall<br />

user r interface, whhich<br />

allows thee<br />

player to int teract with thee<br />

simu ulated world while physiccally<br />

passing g through thee<br />

gam me area. In thee<br />

first prototyype,<br />

the middleware<br />

JANEE<br />

allow wed to simulate<br />

the ad hooc<br />

network within w a LAN. .<br />

Here e physical moovement<br />

was simulated by y allowing too<br />

mov ve a virtual chharacter<br />

thoughh<br />

the game ar rea by using a<br />

remo ote-control-likke<br />

add-on too<br />

the user in nterface. Thee<br />

current<br />

version oof<br />

the framewwork<br />

runs on n Tablet-PCss<br />

usin ng the JANE pplatform<br />

modee.<br />

All A rules, objeccts,<br />

assets andd<br />

abilities with hin the systemm<br />

are provided by an external XML configuration<br />

file, ,<br />

whic ch is uploaded<br />

to the playyer’s<br />

device on<br />

system andd<br />

gam me start. Gamee<br />

objectives annd<br />

detailed in nformation aree<br />

henc ceforth availaable<br />

to the pllayer.<br />

Objects<br />

include thee<br />

diffe erent team-meembers<br />

and thheir<br />

attributes and abilities, ,<br />

as well w as simulaated<br />

real-worrld<br />

objects, th he player cann<br />

inter ract with.<br />

Actions A include<br />

using or intteracting<br />

with h objects, mo-<br />

difying<br />

them, pickking<br />

them up or dropping them, etc. In-<br />

terac cting with thee<br />

simulated rreal<br />

world usu ually requiress<br />

rand domized abilitty<br />

checks. All abilities are distributed d onn<br />

a pe ercentage scalee;<br />

where 0% mmeans<br />

no kno owledge/profi-<br />

cien ncy about the ttopic<br />

and 100% % ability mastery.<br />

Externall<br />

influ uences like (siimulated)<br />

weaather-<br />

or terrai in-conditions, ,<br />

utiliz zation of diffeerent<br />

assets, eetc.<br />

can modify fy certain basee<br />

abili ity scores. E. .g. player “CCpt.<br />

Jacks” “observation”<br />

“ ”<br />

abili ity (50%) cann<br />

be modifiedd<br />

by a “spygl lass (observa-<br />

tion x 1.5)” to 775%,<br />

since thhe<br />

spyglass modifies m any--<br />

body y’s observatioon<br />

ability by tthe<br />

factor 1.5 5. Deciding too<br />

use the spyglass tto<br />

search for his lost shove el, but rollingg<br />

an 85%, 8 will result<br />

in not finnding<br />

it durin ng the currentt<br />

roun nd. Upon enteering<br />

a certainn<br />

part of the game g area, ex-<br />

istin ng terrain andd<br />

environmentt<br />

factors are automaticallyy<br />

affec cting defined abilities and aassets<br />

(like fog<br />

affects visi-<br />

bility y, trails or waater<br />

courses mmobility,<br />

etc.).<br />

Every E interaction<br />

between pplayers<br />

will co ommence in a<br />

certa ain amount off<br />

time (round) , – with either r a positive orr<br />

a ne egative result. Again, this tiime<br />

is random mized and mo-<br />

difie ed according tto<br />

the skill levvel<br />

of the user.<br />

During thiss<br />

time e, the player ccan<br />

not start a new intera action withoutt<br />

abor rting the runnning<br />

processs.<br />

The game e will finishh<br />

succ cessfully if thhe<br />

player willl<br />

fulfill certain<br />

predefinedd<br />

crite eria (objectivees).<br />

If these tasks are no ot performedd<br />

with hin a predefineed<br />

timeframe, , or if certain negative con-<br />

ditio ons occur, the player group will lose the game. g<br />

All A player inpuut,<br />

start and ennd-states,<br />

as well w as all in-<br />

term mediate resultss<br />

of any actioon<br />

or ability are a stored in a<br />

log file, f which is aautomaticallyy<br />

uploaded to the t supervisorr<br />

syste em after eithher<br />

failure or success of the t game forr<br />

furth her analysis.<br />

III.<br />

LOCATION IMMMERSION<br />

VS. REALITY AUG GMENTATION<br />

A. Location L Immeersion<br />

in UbiQQuest<br />

Using U the device’s<br />

availablle<br />

localization n services re-<br />

sults s in a close innterdigitation<br />

of reality an nd simulation, ,


JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007 89<br />

since the environment, the player respectively the device<br />

is situated in, directly influences the games state and statistics.<br />

This is typical for a location immersion technique.<br />

The basic principle in UbiQuest is: The more positive the<br />

real environment is for the player, the more the in-game<br />

development benefits from. This technique is supposed to<br />

motivate the player to situate him or herself in a positive<br />

environment. E.g. as a basic examples on a university<br />

campus physically moving in the park-like environment<br />

between the lecture halls grants a boost to the birth rate of<br />

the ships population, while being located in less hospitable<br />

surroundings decreases it.<br />

On every device an XML-based map of the game area<br />

is stored, containing information about the different types<br />

of “space” the star-ship passes through. Every area-type<br />

encompasses several modifiers to in-game characteristics.<br />

If the ship enters, respectively leaves an area, these modifiers<br />

are applied or removed from the list of current modifiers.<br />

Areas can overlap as well, e.g. a parking lot near a<br />

big building could be represented by an asteroid field in<br />

the vicinity of a large planet. In every area additionally<br />

different kind of random encounters can occur with a predefined<br />

probability, like the discovery of alien artifacts or<br />

space pirates.<br />

B. Reality Augmentation in ncoML<br />

In ncoML as well a digital map of the player’s surroundings<br />

is available. Here the university campus (for<br />

the Treasure Island scenario) or a military training area<br />

etc. is depicted within the device, augmented by virtual<br />

information relevant for the scenario (e.g. the player can<br />

meet a group of aborigines at a certain location, which<br />

does not exist in reality).<br />

The ncoML framework keeps track of the player’s<br />

physical position and maps it to the position within the<br />

game, while supplying him or her with corresponding (simulation)<br />

information. This localization technique focuses<br />

on the enrichment of the reality with additional data<br />

and does not directly influence in-game characteristics.<br />

This is done implicitly by the users, whose actions are governed<br />

by the information he perceives or is shown by the<br />

framework.<br />

IV. EXPERIENCESS<br />

A. UbiQuest<br />

During the tests within the simulation environment<br />

using scripted building strategies and moving according<br />

to a mobility source adapted from the random waypoint<br />

model, no abnormal system behavior was detected. After<br />

porting and testing the software on the PDA devices the<br />

first real but expected problems were encountered. In the<br />

near “perfect” virtual environment, we had constant communication<br />

ranges of the devices. In the “real” world,<br />

every infrastructural change in the environment influenced<br />

the communication capabilities of the devices as<br />

well. Due to multi-user interference, shadowing in the<br />

© 2007 ACADEMY PUBLISHER<br />

network etc., close-by neighboring devices were sometimes<br />

not even discovered by the beaconing protocol.<br />

The reception of GPS signals posed another challenge.<br />

Location awareness was integrated using GPS receivers<br />

without the more modern SIRFstar III chipset which resulted<br />

in deviations of the devices from their original location,<br />

slow updates (more than 30m range and latency<br />

values of more than several seconds) and black spots,<br />

caused e.g. by shadowing. Since location awareness was<br />

implemented using GPS receivers, only outdoor usage<br />

was possible. For indoor use, WLAN signal strength triangulation<br />

techniques have been conceptualized but were<br />

not implemented.<br />

Finally, due to resource restrictions only five PDAs<br />

were available for the field tests. Fortunately, the feedback<br />

from the testers were positive. The integration of the<br />

physical location into the game was a feature appreciated.<br />

Though “increased population growth” did not motivate<br />

the players to really position themselves in the mentioned<br />

“positive” areas, the general idea of location immersion<br />

in ubiquitous games and applications in general was<br />

highly approved.<br />

B. ncoML<br />

NcoML has been tested currently only with military<br />

personnel. Using it with a game scenario and a totally different<br />

group of users in the context of the children’s university<br />

will be an interesting experiment. The results so<br />

far show, that simulating movement in an office environment<br />

and physical movement through an exercise area<br />

with augmented information really does make a difference.<br />

Though in the simulated world the movement<br />

speed, as well as the special behavior of the individual<br />

user have been adapted, all test results in a real environment<br />

show a significant (positive) decrease in mission<br />

time [Fig. 5]. The trainees do not have to make any necessary<br />

abstractions, but can concentrate directly on the<br />

mission success ahead of them.<br />

Other results from the simulation with a smaller scenario<br />

show that mission success increased drastically by utilizing<br />

higher collaborative levels: Alone the ability to<br />

communicate in a bidirectional way decreased mission<br />

time by nearly 33%; introduction of additional collaborative<br />

tools like white board functionality, etc. again nearly<br />

halved the mission time. [Fig. 6].<br />

Technical results were less promising though. Using a<br />

level training area without any obstacles yielded the best<br />

communication results. As expected, buildings, trees and<br />

other obstacles influenced the WLAN connectivity between<br />

the different devices drastically, resulting in smaller<br />

communication radii and connection losses due to interferences<br />

and shadowing. Field tests have been performed<br />

with FujitsuSiemens Tablet PCs with integrated WLAN<br />

and Bluetooth Holux GPSlim 236 receivers. Since the<br />

original ncoML framework has been developed for outdoor<br />

usage, no indoor localization methods have been<br />

examined.


90 JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007<br />

00:36:00<br />

00:28:48<br />

00:21:36<br />

00:14:24<br />

00:07:12<br />

00:00:00<br />

Simulation vs. Reality<br />

0 1 2 3 4 5 6<br />

Group (1‐5)<br />

Figure 5. Comparison of simulated an real field test results<br />

Figure 6. Relationship collaboration level – mission time<br />

V. MIDDLEWARE CONCEPT<br />

Simulation<br />

Reality<br />

Collaboration Level vs. Mission Time<br />

00:20:10<br />

00:17:17<br />

00:14:24<br />

00:11:31<br />

00:08:38<br />

00:05:46<br />

00:02:53<br />

0 1 2 3 4<br />

Collaboration Level<br />

JANE is a simulation environment for multi-hop ad<br />

hoc networks (MANETs) [6, 7], comparable to Ns/2 [8]<br />

or GloMoSim/QualNet [9, 10] which has been developed<br />

at the University of Trier. It provides network developers<br />

with a middleware, which can be used to easily implement<br />

protocols and applications. The key ingredients of<br />

JANE are component based design and asynchronous<br />

communication between these components. This approach<br />

has been chosen because the traditional view of<br />

the network stack and synchronous communications does<br />

not fit well in a highly dynamic ad hoc network.<br />

Within JANE every component is a service. This is valid<br />

for applications and basic middleware services, as<br />

well as for routing algorithms and even hardware components<br />

(e.g. a GPS receiver). Services cannot be accessed<br />

directly though - this is accomplished by an event-based<br />

communication pattern, supplied by an abstracted operating<br />

system, which provides service management and –<br />

interaction, event execution management and timeout management.<br />

A network simulated in JANE is implemented as a set<br />

of services and event handling objects. The network itself<br />

is represented on the link layer OSI-level. It provides<br />

© 2007 ACADEMY PUBLISHER<br />

basic asynchronous message oriented unicast- and broadcast<br />

communication with direct neighbors in an ad hoc<br />

environment. Besides a collision free and a shared network,<br />

the detailed implementation of an IEEE 802.11<br />

MAC protocol is available too.<br />

Atop of the chosen network, JANE provides a generic<br />

routing framework, allowing the network developer to<br />

implement, combine and test existing as well as new routing<br />

services according to his or hers research interests,<br />

e.g. by combining DSR with geographic greedy routing<br />

[11].<br />

Development of mobile applications using JANE as simulation<br />

environment or middleware component follows<br />

a 3-tier development process. The first is the implementation<br />

within the “pure” simulation environment. Since the<br />

main purpose of JANE is to support developers in implementing<br />

applications in an ad hoc environment, it allows<br />

to connect real hardware in a hybrid-mode [Fig. 5] as<br />

well. Here real world devices, like PDAs or Tablet-PCs<br />

that are physically connected to the simulation server can<br />

be transparently merged into the simulated environment,<br />

while the integrated middleware e.g. emulates WLAN<br />

802.11 within a local area network. The only new software<br />

modules that have to be developed within this second<br />

development step are the necessary user interfaces<br />

for direct interaction with the system.<br />

To use the hybrid mode, every physical device has to<br />

be mapped to a simulated device. Messages destined to<br />

the virtual device will be transparently forwarded to the<br />

real world device. Technically, these connections are<br />

realized using JAVA RMI (Remote Method Invocation),<br />

allowing to connect “external” devices on any physically<br />

attached network.<br />

(virtual)<br />

WLAN<br />

LAN<br />

Mobile Device<br />

JANE Simulation<br />

Environment<br />

simulated devices<br />

Figure 7. The JANE HybridMode<br />

JANE<br />

MW<br />

Mobile Device<br />

JANE<br />

MW<br />

WLAN<br />

Figure 8. The JANE Platform Mode<br />

physical devices<br />

physical devices<br />

Mobile Device<br />

JANE<br />

MW


JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007 91<br />

For complete integration of real devices and as the last<br />

step in a development process, JANE offers a so-called<br />

platform mode, which can act as a middleware for multihop<br />

ad hoc networks as shown in Fig. 6. Since a graphical<br />

user interface has already been developed for the hybrid<br />

mode, porting applications to real devices is an easy and<br />

fast endeavor.<br />

As mentioned above, all applications (UbiQuest and<br />

ncoML) have been developed within the simulation environment<br />

and subsequently have been ported to use<br />

JANEs hybrid-mode. Additionally UbiQuest has been implemented<br />

and field-tested on GPS-and WLAN equipped<br />

PDAs using the JANE platform mode.<br />

VI. RELATED WORK<br />

In the domain of location-aware ubiquitous games, several<br />

projects with different objectives are currently researched.<br />

They differ in the type of location awareness<br />

used, ranging from augmented- and mixed reality to location<br />

immersion techniques. Additionally they can be classified<br />

by the technical implementation of location awareness.<br />

Many projects are using GPS receivers for positioning,<br />

but RFID, IR-barks and triangulation technologies<br />

are also common – especially for indoor applications. A<br />

few systems are combining different types of technologies.<br />

The communication capabilities are heterogeneous<br />

as well, ranging from close range ad hoc Bluetooth-, over<br />

WLAN- to the integration of hybrid and larger infrastructural<br />

networks, via GPRS, UMTS, etc. The most often<br />

used platforms for pervasive games are subdivided<br />

between handheld/PDA-sized devices down to mobile<br />

phone which gain more and more functionality each day.<br />

The other end is characterized by Tablet-PCs, sub-notebooks,<br />

UMPCs and portable gaming platforms (e.g. Playstation<br />

Portable).<br />

Prominent projects regarding ubiquitous games are<br />

“Uncle Roy all around you” and its predecessor “Can you<br />

see me now” [12, 13, 14]. Both games are played outdoors<br />

and are using GPS devices respectively manual positioning<br />

and are a mixture between reality- and online<br />

game, dealing with a portation of the well-known children’s<br />

game “Catch me if you can”. Communication<br />

means are WLAN respectively GRPS-able PDAs.<br />

Catchbob! [15, 16] is a collaborative game, in which<br />

groups of three persons have to locate a virtual object on<br />

the Lausanne University campus. It runs on WLAN<br />

enabled Pocket- and Tablet PCs and uses SOAP to<br />

communicate game data with a central university server.<br />

An early pervasive adaption of an existing “normal”<br />

strategy game is “Pirates!” which is played indoors on a<br />

PDA and uses special close-range transmitters for location<br />

awareness (allowing only relative localization) and<br />

WLAN communication [17, 18].<br />

A project based on even higher technical prerequisites<br />

in the realm of augmented reality is “Human Pacman”,<br />

where the player wears a head-mounted display, providing<br />

him with information about virtual cookies he has to<br />

gather and ghosts he has to avoid, while physically walking<br />

or running though a virtual environment [19]. Communication<br />

means here are Bluetooth and WLAN. In<br />

© 2007 ACADEMY PUBLISHER<br />

New York a less technically demanding version of this<br />

idea was life tested in 2004 [20]. Information about position<br />

and ghosts/cookies was here communicated “primitively”<br />

via mobile phones.<br />

GeoCaching [21] is the hunt for a hidden “treasure” for<br />

which only real world coordinates are available, but not<br />

the exact location, using only a GPS receiver. Though it<br />

does not necessarily require a ubiquitous computer device<br />

(and thus not necessarily fitting the description of a ubiquitous<br />

computer game) it nonetheless can be<br />

implemented perfectly on mobile devices combining<br />

map- and GPS functionality.<br />

Mogi [22] is a typical example for ubiquitous game<br />

hype in Japan for several years, though it is just a “simple”<br />

collection and communication game. It uses GPS as<br />

well as cell-based localization services and runs on mobile<br />

phones.<br />

VII. CONCLUSION<br />

This paper presented two location aware ubiquitous<br />

games for multi-hop ad hoc networks. Though both are<br />

using location awareness as a new feature within the<br />

game, both are using it in different ways. For application<br />

development, the scope and planned deployment setting<br />

governs how to integrate location awareness into them.<br />

This always is a specific decision and not every application<br />

can take advantage of these available new features.<br />

Technically it is possible to integrate localization services<br />

of the different kinds into ubiquitous games, though<br />

some aspects still require additional in-depth research.<br />

Most applications only concentrate on one specific technology,<br />

though especially the transition from in- to outdoor<br />

scenarios and vice-versa is an interesting and challenging<br />

task. The same is valid for the networking capabilities.<br />

Different physical situations might provide hybrid<br />

networks, not only relying on ad hoc WLAN connections<br />

that could be used for in-game communications<br />

as well. An interesting approach for that is e.g. the pervasive<br />

game UbiSettlers, developed by the University of<br />

Luxembourg [23] which intelligently combines ad hoc<br />

and infrastructural communication means.<br />

In general using location based services within ubiquitous<br />

games is not only a feature which is technically possible,<br />

but which provides new game content, interaction<br />

possibilities, physical movement and last but not least fun<br />

– the most important ingredient in a mobile game.<br />

ACKNOWLEDGMENT<br />

The author wishes to thank Prof. Rothkugel (Computer<br />

Science Department of the University of Luxembourg)<br />

for providing additional hardware resources. This work<br />

was supported in part by the German Airforce Office<br />

(ncoML).<br />

REFERENCES<br />

[1] A. Höhfeld, “A ubiquitous m-learning framework for<br />

Network Centric Operations” in Proceedings of the 5 th<br />

International Conference on Pervasive Computing and<br />

Communications, New York, 2007, pp. 171-176.


92 JOURNAL OF SOFTWARE, VOL. 2, NO. 6, DECEMBER 2007<br />

[2] C. Hutter, „Interaktionsformen in Selbstorganisierenden<br />

Anwendungen aus dem Bereich Ubiquitous Computing“<br />

Diploma Thesis, University of Trier, Trier, 2002.<br />

[3] D.B. Johnson, D.A. Maltz, “Dynamic Source Routing in ad<br />

hoc wireless networks”, in Mobile Computing, Kluwer<br />

Academic <strong>Publisher</strong>s, 1996.<br />

[4] H. Fray, J.K. Lehnert, D. Görgen, P. Sturm, “A Generic<br />

Background Dissemination Service for Mobile Ad Hoc<br />

Networks”, Technical Report, University of Trier, Trier,<br />

2004.<br />

[5] Network Centric Operations & Warfare.<br />

http://ncow.nps.edu/wiki.<br />

[6] D. Görgen, H. Frey, C Hiedels, “JANE – A Simulation<br />

Platform for Ad Hoc Network Applications” in Demos of<br />

the 9 th International Symposium on Modeling, Analysis and<br />

Simulation of Wireless and Mobile Systems, Torremolinos,<br />

2006<br />

[7] J.K. Lehnert, D. Görgen, H. Frey, P. Sturm, “A Scalable<br />

Workbench for Implementing and Evaluating Distributed<br />

Applications in Mobile Ad Hoc Networks” in Proceedings<br />

of the Western Simulation MultiConference, San Diego,<br />

2004<br />

[8] The Network Simulator ns-2. http://www.isi.edu/nsnam/ns<br />

[9] L. Bajaj, M. Takai, R. Ahuja, K. Tang, R. Bagrodia, M.<br />

Gerla, “Glomosim: A scalable network simulation environment”,<br />

Technical Report, UCLA CS Department, Los<br />

Angeles, 1999<br />

[10] Scalable Network Technologies: Qualnet family of<br />

products. http://www.qualnet.com<br />

[11] H. Frey, “Geographical Cluster Based Routing with Guaranteed<br />

Delivery” in Proceedings of the International<br />

Conference on Mobile Ad Hoc and Sensor Systems<br />

MASS’05, Washington DC, 2005<br />

[12] S. Benford, R. Anastasi, M. Flintham, A. Drozt, A. Crabtree,<br />

C. Greenhalgh, N. Tandavanitj, M. Adams, J. Row-<br />

Farr, “Coping with uncertainty in a location-based game”<br />

in IEEE Pervasive Computing 2003, Vol. 2, Issue 3, pp.<br />

34-41, 2003<br />

[13] S. Benford, M. Flintham, A. Drozt, R. Anastasi, D. Rowland,<br />

N. Tandavanitj, M. Adams, J. Row-Farr, A. Oldroyd,<br />

J. Sutton, “Uncle Roy All Around You: Implicating the<br />

City in a Location-Based Performance” in Proceedings of<br />

the International Conference on Advances in Computer<br />

Entertainment ACE’04, Singapore, 2004<br />

[14] S. Benford, C. Magerkurth, P. Ljungstrand, “Bridging the<br />

Physical and Digital in Pervasive Gaming” in Communications<br />

of the ACM, Vol. 48, Issue 3, pp. 54-57, 2005<br />

[15] N. Nova, F. Girardin, P. Dillenbourg, “The Underwhelming<br />

Effects of Automatic Location-Awareness on Collaboration<br />

in a Pervasive Game” in Proceedings of the International<br />

Conference on the Design of Cooperative Systems<br />

COOP’06, Carry-le-Rouet, 2006<br />

[16] N. Nova, F. Girardin, P. Dillenbourg, “Location is not<br />

enough! An Empirical Study of Location-Awareness in<br />

© 2007 ACADEMY PUBLISHER<br />

Mobile Collaboration” in Proceedings of the International<br />

Workshop on Wireless and Mobile Technologies in<br />

Education WMTE’05, Tokushima, 2005<br />

[17] S. Björk, J. Falk, R. Hansson, P. Ljungstrand, “Pirates!<br />

Using the Physical World as a Game Board” in Proceedings<br />

of the International Conference on Human and Computer<br />

Interaction InterAct ‘01, Tokyo, 2001<br />

[18] J. Falk, P. Ljungstrand, S. Björk, R. Hansson, “Proximity-<br />

Triggered Interaction in a Multi-Player Game” in Extended<br />

Abstracts on Human Factors in Computing Systems CHI<br />

’01, pp. 119-120, 2001<br />

[19] A.D. Cheok, K.H. Goh, W. Liu, F. Farbiz, S.W. Fong, S.L.<br />

Teo, Y. Li, X. Yang, “Human Pacman: A Mobile, wide<br />

area entertainment system based on physical, social and<br />

ubiquitous computing” in Personal and Ubiquitous Computing,<br />

Vol. 8, Issue 2, pp. 71-81, 2004<br />

[20] M. Delio, “Manhattan Gets Pac-Man Fever” in Wired<br />

News:<br />

http://www.wired.com/gaming/gamingreviews/2004/05/63<br />

400, 2004<br />

[21] GeoCaching – The Official Global GPS Cache Hunt Site.<br />

http://www.geocaching.com<br />

[22] B. Joffe, “Mogi – Location and Presence in a Pervasive<br />

Community Game” in Proceedings of the International<br />

Conference on Ubiquitous Computing UbiComp ’05,<br />

Tokyo, 2005<br />

[23] C. Hoff, U. Wehling, C. Hiedels, S. Rothkugel, “UbiSettlers<br />

– A dynamically adapting multi-player game for hybrid<br />

networks” in Proceedings of the 5 th International Conference<br />

on Pervasive Computing and Communications,<br />

New York, 2007<br />

Alexander Höhfeld was born 1975 in Erlangen/Germany<br />

and graduated in computer science at the University of the Federal<br />

Armed Forces in Munich/Germany, focusing on operations<br />

research and self-organization, receiving his diploma in<br />

1999.<br />

He is a former German Air Force Officer who has been working<br />

in Germany, the Baltic States and the US in the development<br />

of military software for Germany and the NATO. After<br />

having finished his military career in 2006 he began writing his<br />

Ph.D. thesis at the University of Trier, where he is currently<br />

working in the computer science department/system software<br />

and distributed systems. His professional interests include selforganized<br />

and distributed systems, e/m-learning, MANETs,<br />

ubiquitous computing and the 3D-Internet.<br />

Mr. Höhfeld is member of the German computer society GI<br />

(“Gesellschaft für Informatik”).

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!