MIGM:带有Motes的手机互动游戏

Yi Wang, Shyam Kapadia, B. Krishnamachari
{"title":"MIGM:带有Motes的手机互动游戏","authors":"Yi Wang, Shyam Kapadia, B. Krishnamachari","doi":"10.1109/CCNC08.2007.186","DOIUrl":null,"url":null,"abstract":"We propose the development of a broad range of exciting mobile interaction games using intermittently-connected wireless devices such as motes. As a concrete application, we describe the implementation of a random walk game, in which players each attempt to hold on to an otherwise itinerant token for as long as possible by running to evade other players in an open field. Besides obtaining the clear entertainment value, we argue that quantifying and analyzing key performance metrics recorded during the game can not only help people to evaluate player ability, but also provide some insights into adversarial behavior in both human and robotic settings. To this end, we present preliminary quantitative results and analysis for the random walk game obtained through real play evaluation.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"78 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"MIGM: Mobile Interaction Games with Motes\",\"authors\":\"Yi Wang, Shyam Kapadia, B. Krishnamachari\",\"doi\":\"10.1109/CCNC08.2007.186\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose the development of a broad range of exciting mobile interaction games using intermittently-connected wireless devices such as motes. As a concrete application, we describe the implementation of a random walk game, in which players each attempt to hold on to an otherwise itinerant token for as long as possible by running to evade other players in an open field. Besides obtaining the clear entertainment value, we argue that quantifying and analyzing key performance metrics recorded during the game can not only help people to evaluate player ability, but also provide some insights into adversarial behavior in both human and robotic settings. To this end, we present preliminary quantitative results and analysis for the random walk game obtained through real play evaluation.\",\"PeriodicalId\":183858,\"journal\":{\"name\":\"2008 5th IEEE Consumer Communications and Networking Conference\",\"volume\":\"78 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 5th IEEE Consumer Communications and Networking Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CCNC08.2007.186\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 5th IEEE Consumer Communications and Networking Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CCNC08.2007.186","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

我们建议开发一系列令人兴奋的移动交互游戏,使用间歇性连接的无线设备,如motes。作为一个具体的应用,我们描述了一个随机游走游戏的实现,在这个游戏中,玩家每个人都试图通过在一个开放的领域中奔跑以避开其他玩家,尽可能长时间地持有一个流动的令牌。除了获得明确的娱乐价值外,我们认为量化和分析游戏过程中记录的关键表现指标不仅可以帮助人们评估玩家的能力,还可以为人类和机器人环境中的对抗行为提供一些见解。为此,我们对通过真实玩法评价得到的随机游走博弈给出了初步的定量结果和分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
MIGM: Mobile Interaction Games with Motes
We propose the development of a broad range of exciting mobile interaction games using intermittently-connected wireless devices such as motes. As a concrete application, we describe the implementation of a random walk game, in which players each attempt to hold on to an otherwise itinerant token for as long as possible by running to evade other players in an open field. Besides obtaining the clear entertainment value, we argue that quantifying and analyzing key performance metrics recorded during the game can not only help people to evaluate player ability, but also provide some insights into adversarial behavior in both human and robotic settings. To this end, we present preliminary quantitative results and analysis for the random walk game obtained through real play evaluation.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信