Everything you always wanted to know about playing a FPS game on a car

J. Saldaña, G. Marfia, M. Roccetti
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引用次数: 1

Abstract

This paper studies the feasibility of playing a First Person Shooter interactive online game while traveling as a passenger on a car in an urban scenario where wireless connectivity is available through WiFi Access Points (APs). Knowing in advance the positions of APs, we propose a mechanism that is capable of predicting future connectivity times while moving, so that a player may choose (or not) to begin a game round. With such estimation of connectivity time, a player can obtain a feeling regarding which parts of a game s/he could (not) accomplish and hence be put in the position of deciding for the best. We validated our approach through simulations utilizing a large set of real vehicular movement traces collected in Pisa, Italy.
你一直想知道的关于在车上玩FPS游戏的一切
本文研究了在通过WiFi接入点(ap)提供无线连接的城市场景中,作为一名乘客在汽车上旅行时玩第一人称射击互动在线游戏的可行性。事先知道ap的位置,我们提出了一种能够在移动时预测未来连接时间的机制,以便玩家可以选择(或不)开始游戏回合。有了这种连接时间的估计,玩家就能知道自己能(不能)完成游戏的哪些部分,从而做出最佳选择。我们利用在意大利比萨收集的大量真实车辆运动轨迹进行模拟,验证了我们的方法。
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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