Transcript
Page 1: Swordfight - Ubiquitous Softcombat Game based in wearable computing

SWORDFIGHT

ALBERTO SERNA MARTÍN

ANDREA URBANO CAYUELA

SERAPIO VÁZQUEZ CARMONA

Máster en Ingeniería de Telecomunicación

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TABLE OF CONTENTS• Introduction.

• What is SwordFight?• Why should it be implemented?

• Scenario.

• Discovery.

• Smart Devices.

• Smart Environment.

• Smart Interactions.

• Activity Designer Scheme.

• Properties of our System.

• Expected Problems and Conclusions.

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INTRODUCTION• What is SwordFight?

• Is an ubiquitous multiplayer game system.• Melee weapons war game.

• It is uses wearable computing devices.

• Why should it be implemented?

• Interesting for touristic cities.• Really funny game.• Children would love it!

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SCENARIO

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SCENARIO

SwordFight - DSH - A. Serna, A. Urbano, S. Vázquez.

• The players get dressed and select a weapon.

• Armor, helm and shield.• Discovery.

• They get into the labyrinth and then they start to look for other players.

• A fight will start once they find one or more players.

• Healing points.

• They will get activated if a player is low on life.

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DISCOVERY• The player puts the smartphone inside the armor.

• A NFC tag will trigger the discovery.

• The smartphone connects to:• The wearable sensor network [Bluetooth]. • The audio wireless system [Bluetooth].• The game network [Wi-Fi].

• Everything takes place while the player is getting dressed.

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SMART DEVICES• Smartphones.

• Around a 73% of the inhabitants will have one in the next years.

• Zero cost.

• It can hold the computational load of our system.• No need of a central server.

• Interface user-system• Text-To-Speech• Wireless audio system.

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SMART DEVICES• Microcontroller.

• Very cheap platform.• Low energy consumption.• High integration.• Easily implementable.• High scalability.• Compatibility with lot of sensors.

• Piezoelectric triggers.• Embedded in the wearable parts.

• Heart rate sensor.

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SMART ENVIRONMENT• Triangulation.

• Using the mesh of routers.

• Virtual positioning.

• Special events.• Ambushes.• Healing points.

• Activation of IP light bulbs.

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SMART INTERACTIONS• Healing event.

• It will start if a player is low on life.• A light will be turned on to mark the healing point.• The player must be in <3m around the point for 3’.

• Triangulation.

• Ambush event [from the virtual scheme].

• It increases the damage dealt to the ambushed player.

• It takes place when a player gets close to an enemy from a distance>10m in few seconds and deals a hit.

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ACTIVITY DESIGNER SCHEME

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ACTIVITY DESIGNER SCHEME

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PROPERTIES• Our scenario is completely delimited and covered by

our system.

• It takes into account the position, the identity, the activity and the time to adapt the system.

• The system changes in order to adapt the environment to the player before they need it.

• It changes many parameters taking into account the user or the environments requirements.

• The players will not notice any of the devices part of the system.

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EXPECTED PROBLEMS• Recognition of false hits.

• When more than 2 players in the same point deal a hit at the same time.

• False start of events.

• When two players can start an ambush event.

• Connection weapon-Player ID.

• In advance stages of the system, a single player will be able to select a weapon from an arsenal.

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CONCLUSIONS• Our system can be implemented.

• Low cost.• High scalability.

• Interesting for a wide range public.

• Any age.• Any likes.

• Completely transparent and ubiquitous.

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Thanks for your attention

Take a weapon and

enjoy the fight!

SwordFight - DSH - A. Serna, A. Urbano, S. Vázquez.


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