{"title":"Everything you always wanted to know about playing a FPS game on a car","authors":"J. Saldaña, G. Marfia, M. Roccetti","doi":"10.1109/BlackSeaCom.2014.6849026","DOIUrl":null,"url":null,"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.","PeriodicalId":427901,"journal":{"name":"2014 IEEE International Black Sea Conference on Communications and Networking (BlackSeaCom)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2014 IEEE International Black Sea Conference on Communications and Networking (BlackSeaCom)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/BlackSeaCom.2014.6849026","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.