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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.
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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 />
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C. Greenhalgh, N. Tandavanitj, M. Adams, J. Row-<br />
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in IEEE Pervasive Computing 2003, Vol. 2, Issue 3, pp.<br />
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N. Tandavanitj, M. Adams, J. Row-Farr, A. Oldroyd,<br />
J. Sutton, “Uncle Roy All Around You: Implicating the<br />
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[23] C. Hoff, U. Wehling, C. Hiedels, S. Rothkugel, “UbiSettlers<br />
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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”).