Satisfying the hunger for mobile online games: Providing quality time in vehicular scenarios

J. Saldaña, G. Marfia, M. Roccetti
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引用次数: 2

Abstract

An increasing number of players now normally enjoy playing online games while on the move, directly from their smartphones. One barrier, however, still prevents from enjoying a fully mobile experience, as cellular network technologies do not appear capable, today, of supporting the high interactivity that the streams of some game genres (e.g., First Person Shooters) require. Our contribution is that of proposing a mechanism capable of dealing with such problem while moving in a car. Knowing in advance WiFi access point positions, we propose a mechanism that estimates the contact times in an urban setting and provides valuable advice to a player regarding which tasks it will (not) presumably be able to accomplish, during the available connectivity time. The validity of our approach is confirmed in simulation utilizing a set of vehicular traces collected on the streets of Pisa, Italy.
满足对移动网络游戏的渴望:在车辆场景中提供高质量的时间
现在越来越多的玩家喜欢在移动中直接通过智能手机玩在线游戏。然而,有一个障碍仍然阻碍着玩家享受完整的移动体验,即现在的蜂窝网络技术还不能支持某些游戏类型(游戏邦注:如第一人称射击游戏)所要求的高交互性。我们的贡献在于提出了一种能够在汽车行驶时处理此类问题的机制。事先知道WiFi接入点的位置,我们提出了一种机制,可以估算城市环境中的接触时间,并向玩家提供有价值的建议,告诉他们在可用的连接时间内,哪些任务可能(不可能)完成。利用在意大利比萨街道上收集的一组车辆痕迹进行模拟,证实了我们方法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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